RaisePredictiveEvent works.

Needs sequence numbers fixed.
This commit is contained in:
Pieter-Jan Briers
2020-03-25 17:53:50 +01:00
parent 705aeceba6
commit f790eeb34d
5 changed files with 57 additions and 31 deletions

View File

@@ -5,34 +5,16 @@ using JetBrains.Annotations;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.Player;
using Robust.Shared.Input;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Players;
using Robust.Shared.Random;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
public sealed class CombatModeSystem : SharedCombatModeSystem
{
public override void Initialize()
{
base.Initialize();
var inputSystem = EntitySystemManager.GetEntitySystem<InputSystem>();
inputSystem.BindMap.BindFunction(ContentKeyFunctions.ToggleCombatMode,
InputCmdHandler.FromDelegate(CombatModeToggled));
}
private static void CombatModeToggled(ICommonSession session)
{
var playerSession = (IPlayerSession) session;
if (playerSession.AttachedEntity == null ||
!playerSession.AttachedEntity.TryGetComponent(out CombatModeComponent combatModeComponent))
{
return;
}
combatModeComponent.IsInCombatMode = !combatModeComponent.IsInCombatMode;
}
}
}