Fix some some bugs when client-side prediction is disabled (#18241)
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@@ -45,11 +45,11 @@ namespace Content.Client.Construction
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CommandBinds.Builder
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.OpenCraftingMenu,
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.Bind(ContentKeyFunctions.OpenCraftingMenu,
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new PointerInputCmdHandler(HandleOpenCraftingMenu))
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new PointerInputCmdHandler(HandleOpenCraftingMenu, outsidePrediction:true))
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.Bind(EngineKeyFunctions.Use,
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.Bind(EngineKeyFunctions.Use,
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new PointerInputCmdHandler(HandleUse, outsidePrediction: true))
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new PointerInputCmdHandler(HandleUse, outsidePrediction: true))
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.Bind(ContentKeyFunctions.EditorFlipObject,
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.Bind(ContentKeyFunctions.EditorFlipObject,
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new PointerInputCmdHandler(HandleFlip))
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new PointerInputCmdHandler(HandleFlip, outsidePrediction:true))
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.Register<ConstructionSystem>();
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.Register<ConstructionSystem>();
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SubscribeLocalEvent<ConstructionGhostComponent, ExaminedEvent>(HandleConstructionGhostExamined);
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SubscribeLocalEvent<ConstructionGhostComponent, ExaminedEvent>(HandleConstructionGhostExamined);
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@@ -118,7 +118,7 @@ public sealed class DragDropSystem : SharedDragDropSystem
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_dropTargetOutOfRangeShader = _prototypeManager.Index<ShaderPrototype>(ShaderDropTargetOutOfRange).Instance();
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_dropTargetOutOfRangeShader = _prototypeManager.Index<ShaderPrototype>(ShaderDropTargetOutOfRange).Instance();
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// needs to fire on mouseup and mousedown so we can detect a drag / drop
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// needs to fire on mouseup and mousedown so we can detect a drag / drop
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CommandBinds.Builder
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CommandBinds.Builder
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.BindBefore(EngineKeyFunctions.Use, new PointerInputCmdHandler(OnUse, false), new[] { typeof(SharedInteractionSystem) })
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.BindBefore(EngineKeyFunctions.Use, new PointerInputCmdHandler(OnUse, false, true), new[] { typeof(SharedInteractionSystem) })
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.Register<DragDropSystem>();
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.Register<DragDropSystem>();
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}
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}
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@@ -136,7 +136,7 @@ public sealed class ActionUIController : UIController, IOnStateChanged<GameplayS
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TriggerAction(boundId);
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TriggerAction(boundId);
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return true;
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return true;
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}, false));
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}, false, true));
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}
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}
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var loadoutKeys = ContentKeyFunctions.GetLoadoutBoundKeys();
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var loadoutKeys = ContentKeyFunctions.GetLoadoutBoundKeys();
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@@ -41,6 +41,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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_overlayManager.AddOverlay(new MeleeWindupOverlay(EntityManager, _timing, _player, _protoManager));
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_overlayManager.AddOverlay(new MeleeWindupOverlay(EntityManager, _timing, _player, _protoManager));
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SubscribeAllEvent<DamageEffectEvent>(OnDamageEffect);
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SubscribeAllEvent<DamageEffectEvent>(OnDamageEffect);
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SubscribeNetworkEvent<MeleeLungeEvent>(OnMeleeLunge);
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SubscribeNetworkEvent<MeleeLungeEvent>(OnMeleeLunge);
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UpdatesOutsidePrediction = true;
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}
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}
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public override void Shutdown()
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public override void Shutdown()
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