WiP movement prediction.

This commit is contained in:
Pieter-Jan Briers
2020-06-24 02:21:20 +02:00
parent 822436bb81
commit da45a52325
48 changed files with 1101 additions and 540 deletions

View File

@@ -3,16 +3,18 @@ using System.Collections.Generic;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces;
using Content.Server.Interfaces.GameObjects.Components.Movement;
using Content.Server.Observer;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects;
using Robust.Server.Interfaces.Player;
using Robust.Shared.ContentPack;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects
@@ -218,11 +220,11 @@ namespace Content.Server.GameObjects
Owner.GetComponent<DamageableComponent>().TakeDamage(DamageType.Heat, burnDamage, null);
}
void IRelayMoveInput.MoveInputPressed(IPlayerSession session)
void IRelayMoveInput.MoveInputPressed(ICommonSession session)
{
if (CurrentDamageState is DeadState)
{
new Ghost().Execute(null, session, null);
new Ghost().Execute(null, (IPlayerSession) session, null);
}
}
}