Client customization late-join spawner priority for arrivals/cryostorage (#24586)
* Initial commit, requires server restart to take effect * Exposes callbacks directly instead, takes effect immediately * Cleaned up control flow, swapped cvar for client customization * Switched to int, dictionary of callbacks, migration * Update Content.Shared/Preferences/SpawnPriorityPreference.cs * krunkle stan --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -1,5 +1,4 @@
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using Content.Server.GameTicking;
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using Content.Server.Shuttles.Systems;
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using Content.Server.Spawners.Components;
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using Content.Server.Station.Systems;
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using Robust.Server.Containers;
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@@ -16,12 +15,7 @@ public sealed class ContainerSpawnPointSystem : EntitySystem
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[Dependency] private readonly StationSystem _station = default!;
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[Dependency] private readonly StationSpawningSystem _stationSpawning = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<PlayerSpawningEvent>(OnSpawnPlayer, before: new[] { typeof(SpawnPointSystem) }, after: new[] { typeof(ArrivalsSystem) });
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}
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private void OnSpawnPlayer(PlayerSpawningEvent args)
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public void HandlePlayerSpawning(PlayerSpawningEvent args)
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{
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if (args.SpawnResult != null)
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return;
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