Fix some some bugs when client-side prediction is disabled (#18241)

This commit is contained in:
Leon Friedrich
2023-07-24 21:59:31 +12:00
committed by GitHub
parent b0f815cdc6
commit a4fc332846
4 changed files with 5 additions and 4 deletions

View File

@@ -45,11 +45,11 @@ namespace Content.Client.Construction
CommandBinds.Builder CommandBinds.Builder
.Bind(ContentKeyFunctions.OpenCraftingMenu, .Bind(ContentKeyFunctions.OpenCraftingMenu,
new PointerInputCmdHandler(HandleOpenCraftingMenu)) new PointerInputCmdHandler(HandleOpenCraftingMenu, outsidePrediction:true))
.Bind(EngineKeyFunctions.Use, .Bind(EngineKeyFunctions.Use,
new PointerInputCmdHandler(HandleUse, outsidePrediction: true)) new PointerInputCmdHandler(HandleUse, outsidePrediction: true))
.Bind(ContentKeyFunctions.EditorFlipObject, .Bind(ContentKeyFunctions.EditorFlipObject,
new PointerInputCmdHandler(HandleFlip)) new PointerInputCmdHandler(HandleFlip, outsidePrediction:true))
.Register<ConstructionSystem>(); .Register<ConstructionSystem>();
SubscribeLocalEvent<ConstructionGhostComponent, ExaminedEvent>(HandleConstructionGhostExamined); SubscribeLocalEvent<ConstructionGhostComponent, ExaminedEvent>(HandleConstructionGhostExamined);

View File

@@ -118,7 +118,7 @@ public sealed class DragDropSystem : SharedDragDropSystem
_dropTargetOutOfRangeShader = _prototypeManager.Index<ShaderPrototype>(ShaderDropTargetOutOfRange).Instance(); _dropTargetOutOfRangeShader = _prototypeManager.Index<ShaderPrototype>(ShaderDropTargetOutOfRange).Instance();
// needs to fire on mouseup and mousedown so we can detect a drag / drop // needs to fire on mouseup and mousedown so we can detect a drag / drop
CommandBinds.Builder CommandBinds.Builder
.BindBefore(EngineKeyFunctions.Use, new PointerInputCmdHandler(OnUse, false), new[] { typeof(SharedInteractionSystem) }) .BindBefore(EngineKeyFunctions.Use, new PointerInputCmdHandler(OnUse, false, true), new[] { typeof(SharedInteractionSystem) })
.Register<DragDropSystem>(); .Register<DragDropSystem>();
} }

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@@ -136,7 +136,7 @@ public sealed class ActionUIController : UIController, IOnStateChanged<GameplayS
TriggerAction(boundId); TriggerAction(boundId);
return true; return true;
}, false)); }, false, true));
} }
var loadoutKeys = ContentKeyFunctions.GetLoadoutBoundKeys(); var loadoutKeys = ContentKeyFunctions.GetLoadoutBoundKeys();

View File

@@ -41,6 +41,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
_overlayManager.AddOverlay(new MeleeWindupOverlay(EntityManager, _timing, _player, _protoManager)); _overlayManager.AddOverlay(new MeleeWindupOverlay(EntityManager, _timing, _player, _protoManager));
SubscribeAllEvent<DamageEffectEvent>(OnDamageEffect); SubscribeAllEvent<DamageEffectEvent>(OnDamageEffect);
SubscribeNetworkEvent<MeleeLungeEvent>(OnMeleeLunge); SubscribeNetworkEvent<MeleeLungeEvent>(OnMeleeLunge);
UpdatesOutsidePrediction = true;
} }
public override void Shutdown() public override void Shutdown()