Content update for UI prediction (#27214)

* Content update for UI refactor

* Big update

* Sharing

* Remaining content updates

* First big update

* Prototype updates

* AUGH

* Fix UI comp ref

* Cleanup

- Fix predicted message, fix item slots, fix interaction range check.

* Fix regressions

* Make this predictive

idk why it wasn't.

* Fix slime merge

* Merge conflict

* Fix merge
This commit is contained in:
metalgearsloth
2024-04-26 18:16:24 +10:00
committed by GitHub
parent 32b81de8c5
commit 5896e68752
279 changed files with 1308 additions and 1582 deletions

View File

@@ -128,10 +128,10 @@ public sealed class HealthAnalyzerSystem : EntitySystem
private void OpenUserInterface(EntityUid user, EntityUid analyzer)
{
if (!TryComp<ActorComponent>(user, out var actor) || !_uiSystem.TryGetUi(analyzer, HealthAnalyzerUiKey.Key, out var ui))
if (!_uiSystem.HasUi(analyzer, HealthAnalyzerUiKey.Key))
return;
_uiSystem.OpenUi(ui, actor.PlayerSession);
_uiSystem.OpenUi(analyzer, HealthAnalyzerUiKey.Key, user);
}
/// <summary>
@@ -172,7 +172,7 @@ public sealed class HealthAnalyzerSystem : EntitySystem
/// <param name="scanMode">True makes the UI show ACTIVE, False makes the UI show INACTIVE</param>
public void UpdateScannedUser(EntityUid healthAnalyzer, EntityUid target, bool scanMode)
{
if (!_uiSystem.TryGetUi(healthAnalyzer, HealthAnalyzerUiKey.Key, out var ui))
if (!_uiSystem.HasUi(healthAnalyzer, HealthAnalyzerUiKey.Key))
return;
if (!HasComp<DamageableComponent>(target))
@@ -194,9 +194,7 @@ public sealed class HealthAnalyzerSystem : EntitySystem
bleeding = bloodstream.BleedAmount > 0;
}
_uiSystem.SendUiMessage(ui, new HealthAnalyzerScannedUserMessage(
_uiSystem.ServerSendUiMessage(healthAnalyzer, HealthAnalyzerUiKey.Key, new HealthAnalyzerScannedUserMessage(
GetNetEntity(target),
bodyTemperature,
bloodAmount,