Entity Interpolation (#197)

* Frame interpolation kinda works.

* Added null CurState check because it can be null now.

* Merge remote-tracking branch 'upstream/master' into dev-GameState
This commit is contained in:
Acruid
2019-04-13 00:46:27 -07:00
committed by Pieter-Jan Briers
parent 52af7d27da
commit b1c81ed6e6
6 changed files with 30 additions and 23 deletions

View File

@@ -1,6 +1,4 @@
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Storage;
using SS14.Client.GameObjects;
using Content.Shared.GameObjects.Components.Storage;
using SS14.Client.Interfaces.GameObjects.Components;
using SS14.Client.UserInterface;
using SS14.Client.UserInterface.Controls;
@@ -9,8 +7,6 @@ using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.Network;
using SS14.Shared.IoC;
using SS14.Shared.Log;
using SS14.Shared.Maths;
using SS14.Shared.Utility;
using System;
using System.Collections.Generic;
@@ -53,11 +49,11 @@ namespace Content.Client.GameObjects.Components.Storage
}
/// <inheritdoc />
public override void HandleComponentState(ComponentState state)
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
{
base.HandleComponentState(state);
base.HandleComponentState(curState, nextState);
if (!(state is StorageComponentState storageState))
if (!(curState is StorageComponentState storageState))
return;
Open = storageState.Open;