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
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@@ -23,10 +23,9 @@ public sealed partial class ParticleAcceleratorPowerWireAction : ComponentWireAc
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public override bool Cut(EntityUid user, Wire wire, ParticleAcceleratorControlBoxComponent controller)
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{
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var paSystem = EntityManager.System<ParticleAcceleratorSystem>();
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var userSession = EntityManager.TryGetComponent<ActorComponent>(user, out var actor) ? actor.PlayerSession : null;
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controller.CanBeEnabled = false;
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paSystem.SwitchOff(wire.Owner, userSession, controller);
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paSystem.SwitchOff(wire.Owner, user, controller);
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return true;
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}
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@@ -39,11 +38,10 @@ public sealed partial class ParticleAcceleratorPowerWireAction : ComponentWireAc
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public override void Pulse(EntityUid user, Wire wire, ParticleAcceleratorControlBoxComponent controller)
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{
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var paSystem = EntityManager.System<ParticleAcceleratorSystem>();
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var userSession = EntityManager.TryGetComponent<ActorComponent>(user, out var actor) ? actor.PlayerSession : null;
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if (controller.Enabled)
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paSystem.SwitchOff(wire.Owner, userSession, controller);
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paSystem.SwitchOff(wire.Owner, user, controller);
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else if (controller.Assembled)
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paSystem.SwitchOn(wire.Owner, userSession, controller);
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paSystem.SwitchOn(wire.Owner, user, controller);
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}
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}
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