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

@@ -111,17 +111,15 @@ namespace Content.Server.Strip
if (TryComp<CombatModeComponent>(user, out var mode) && mode.IsInCombatMode && !openInCombat)
return;
if (TryComp<ActorComponent>(user, out var actor) && HasComp<StrippingComponent>(user))
if (HasComp<StrippingComponent>(user))
{
if (_userInterfaceSystem.SessionHasOpenUi(strippable, StrippingUiKey.Key, actor.PlayerSession))
return;
_userInterfaceSystem.TryOpen(strippable, StrippingUiKey.Key, actor.PlayerSession);
_userInterfaceSystem.OpenUi(strippable.Owner, StrippingUiKey.Key, user);
}
}
private void OnStripButtonPressed(Entity<StrippableComponent> strippable, ref StrippingSlotButtonPressed args)
{
if (args.Session.AttachedEntity is not { Valid: true } user ||
if (args.Actor is not { Valid: true } user ||
!TryComp<HandsComponent>(user, out var userHands))
return;
@@ -173,7 +171,7 @@ namespace Content.Server.Strip
private void OnStripEnsnareMessage(EntityUid uid, EnsnareableComponent component, StrippingEnsnareButtonPressed args)
{
if (args.Session.AttachedEntity is not { Valid: true } user)
if (args.Actor is not { Valid: true } user)
return;
foreach (var entity in component.Container.ContainedEntities)