Fix replay spectating bugs (#21573)
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@@ -1,11 +1,11 @@
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using Content.Shared.Movement.Systems;
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using Content.Shared.Verbs;
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using Robust.Client;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Client.Replays.Playback;
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using Robust.Client.State;
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using Robust.Shared.Console;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization.Markdown.Mapping;
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@@ -27,13 +27,17 @@ public sealed partial class ReplaySpectatorSystem : EntitySystem
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[Dependency] private readonly IStateManager _stateMan = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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[Dependency] private readonly SharedMoverController _mover = default!;
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[Dependency] private readonly IBaseClient _client = default!;
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[Dependency] private readonly SharedContentEyeSystem _eye = default!;
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[Dependency] private readonly IReplayPlaybackManager _replayPlayback = default!;
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private SpectatorData? _spectatorData;
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public const string SpectateCmd = "replay_spectate";
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/// <summary>
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/// User Id that corresponds to the local user in a single-player game.
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/// </summary>
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public static readonly NetUserId DefaultUser = default;
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public override void Initialize()
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{
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base.Initialize();
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@@ -49,6 +53,7 @@ public sealed partial class ReplaySpectatorSystem : EntitySystem
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_replayPlayback.AfterSetTick += OnAfterSetTick;
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_replayPlayback.ReplayPlaybackStarted += OnPlaybackStarted;
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_replayPlayback.ReplayPlaybackStopped += OnPlaybackStopped;
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_replayPlayback.BeforeApplyState += OnBeforeApplyState;
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}
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public override void Shutdown()
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@@ -58,6 +63,7 @@ public sealed partial class ReplaySpectatorSystem : EntitySystem
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_replayPlayback.AfterSetTick -= OnAfterSetTick;
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_replayPlayback.ReplayPlaybackStarted -= OnPlaybackStarted;
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_replayPlayback.ReplayPlaybackStopped -= OnPlaybackStopped;
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_replayPlayback.BeforeApplyState -= OnBeforeApplyState;
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}
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private void OnPlaybackStarted(MappingDataNode yamlMappingNode, List<object> objects)
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