Predict blocking examine + fix blocking breaking persistence (#36619)
* Predict blocking examine No idea why this was blocked. * Fix blocking * remove nullcheck that made no sense * predict popups --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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@@ -16,13 +16,13 @@ public sealed partial class BlockingComponent : Component
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/// <summary>
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/// The entity that's blocking
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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[DataField, AutoNetworkedField]
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public EntityUid? User;
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/// <summary>
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/// Is it currently blocking?
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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[DataField, AutoNetworkedField]
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public bool IsBlocking;
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/// <summary>
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@@ -33,7 +33,7 @@ public sealed partial class BlockingComponent : Component
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/// <summary>
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/// The shape of the blocking fixture that will be dynamically spawned
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/// </summary>
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[DataField("shape"), ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public IPhysShape Shape = new PhysShapeCircle(0.5f);
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/// <summary>
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@@ -48,8 +48,8 @@ public sealed partial class BlockingComponent : Component
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[DataField("activeBlockModifier", required: true)]
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public DamageModifierSet ActiveBlockDamageModifier = default!;
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[DataField("blockingToggleAction", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string BlockingToggleAction = "ActionToggleBlock";
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[DataField]
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public EntProtoId BlockingToggleAction = "ActionToggleBlock";
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[DataField, AutoNetworkedField]
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public EntityUid? BlockingToggleActionEntity;
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@@ -57,7 +57,7 @@ public sealed partial class BlockingComponent : Component
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/// <summary>
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/// The sound to be played when you get hit while actively blocking
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/// </summary>
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[DataField("blockSound")] public SoundSpecifier BlockSound =
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[DataField] public SoundSpecifier BlockSound =
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new SoundPathSpecifier("/Audio/Weapons/block_metal1.ogg")
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{
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Params = AudioParams.Default.WithVariation(0.25f)
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@@ -67,13 +67,13 @@ public sealed partial class BlockingComponent : Component
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/// Fraction of original damage shield will take instead of user
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/// when not blocking
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/// </summary>
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[DataField("passiveBlockFraction"), ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float PassiveBlockFraction = 0.5f;
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/// <summary>
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/// Fraction of original damage shield will take instead of user
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/// when blocking
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/// </summary>
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[DataField("activeBlockFraction"), ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float ActiveBlockFraction = 1.0f;
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}
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