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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@@ -42,7 +42,7 @@ public sealed class SolutionTransferSystem : EntitySystem
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var newTransferAmount = FixedPoint2.Clamp(message.Value, ent.Comp.MinimumTransferAmount, ent.Comp.MaximumTransferAmount);
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ent.Comp.TransferAmount = newTransferAmount;
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if (message.Session.AttachedEntity is { Valid: true } user)
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if (message.Actor is { Valid: true } user)
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_popup.PopupClient(Loc.GetString("comp-solution-transfer-set-amount", ("amount", newTransferAmount)), ent, user);
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}
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@@ -53,10 +53,9 @@ public sealed class SolutionTransferSystem : EntitySystem
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if (!args.CanAccess || !args.CanInteract || !comp.CanChangeTransferAmount || args.Hands == null)
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return;
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if (!TryComp<ActorComponent>(args.User, out var actor))
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return;
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// Custom transfer verb
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var @event = args;
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args.Verbs.Add(new AlternativeVerb()
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{
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Text = Loc.GetString("comp-solution-transfer-verb-custom-amount"),
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@@ -64,8 +63,7 @@ public sealed class SolutionTransferSystem : EntitySystem
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// TODO: remove server check when bui prediction is a thing
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Act = () =>
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{
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if (_net.IsServer)
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_ui.TryOpen(uid, TransferAmountUiKey.Key, actor.PlayerSession);
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_ui.OpenUi(uid, TransferAmountUiKey.Key, @event.User);
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},
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Priority = 1
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});
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