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

@@ -187,7 +187,7 @@ public sealed class NukeSystem : EntitySystem
continue;
var msg = Loc.GetString("nuke-component-cant-anchor-floor");
_popups.PopupEntity(msg, uid, args.Session, PopupType.MediumCaution);
_popups.PopupEntity(msg, uid, args.Actor, PopupType.MediumCaution);
return;
}
@@ -243,10 +243,7 @@ public sealed class NukeSystem : EntitySystem
else
{
if (args.Session.AttachedEntity is not { } user)
return;
DisarmBombDoafter(uid, user, component);
DisarmBombDoafter(uid, args.Actor, component);
}
}
@@ -366,8 +363,7 @@ public sealed class NukeSystem : EntitySystem
if (!Resolve(uid, ref component))
return;
var ui = _ui.GetUiOrNull(uid, NukeUiKey.Key);
if (ui == null)
if (!_ui.HasUi(uid, NukeUiKey.Key))
return;
var anchored = Transform(uid).Anchored;
@@ -388,7 +384,7 @@ public sealed class NukeSystem : EntitySystem
CooldownTime = (int) component.CooldownTime
};
_ui.SetUiState(ui, state);
_ui.SetUiState(uid, NukeUiKey.Key, state);
}
private void PlayNukeKeypadSound(EntityUid uid, int number, NukeComponent? component = null)