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

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