Partial buckling refactor (#29031)
* partial buckling refactor * git mv test * change test namespace * git mv test * Update test namespace * Add pulling test * Network BuckleTime * Add two more tests * smelly
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@@ -84,6 +84,7 @@ public abstract partial class InteractionTest
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protected NetEntity? Target;
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protected EntityUid? STarget => ToServer(Target);
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protected EntityUid? CTarget => ToClient(Target);
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/// <summary>
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@@ -128,7 +129,6 @@ public abstract partial class InteractionTest
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public float TickPeriod => (float) STiming.TickPeriod.TotalSeconds;
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// Simple mob that has one hand and can perform misc interactions.
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[TestPrototypes]
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private const string TestPrototypes = @"
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@@ -142,6 +142,8 @@ public abstract partial class InteractionTest
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- type: ComplexInteraction
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- type: MindContainer
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- type: Stripping
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- type: Puller
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- type: Physics
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- type: Tag
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tags:
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- CanPilot
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@@ -207,8 +209,8 @@ public abstract partial class InteractionTest
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SEntMan.System<SharedMindSystem>().WipeMind(ServerSession.ContentData()?.Mind);
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old = cPlayerMan.LocalEntity;
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Player = SEntMan.GetNetEntity(SEntMan.SpawnEntity(PlayerPrototype, SEntMan.GetCoordinates(PlayerCoords)));
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SPlayer = SEntMan.GetEntity(Player);
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SPlayer = SEntMan.SpawnEntity(PlayerPrototype, SEntMan.GetCoordinates(PlayerCoords));
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Player = SEntMan.GetNetEntity(SPlayer);
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Server.PlayerMan.SetAttachedEntity(ServerSession, SPlayer);
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Hands = SEntMan.GetComponent<HandsComponent>(SPlayer);
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DoAfters = SEntMan.GetComponent<DoAfterComponent>(SPlayer);
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