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Added some experimental lag fixes to surgery. Might have crashes
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,13 +1,21 @@ | ||
using Content.Shared.Backmen.Surgery; | ||
using Content.Shared.Medical.Surgery; | ||
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namespace Content.Client.Backmen.Surgery; | ||
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public sealed class SurgerySystem : SharedSurgerySystem | ||
{ | ||
public event Action? OnRefresh; | ||
public event Action? OnStep; | ||
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public override void Update(float frameTime) | ||
public override void Initialize() | ||
{ | ||
OnRefresh?.Invoke(); | ||
base.Initialize(); | ||
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SubscribeNetworkEvent<SurgeryUiRefreshEvent>(OnRefresh); | ||
} | ||
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private void OnRefresh(SurgeryUiRefreshEvent ev) | ||
{ | ||
OnStep?.Invoke(); | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,7 +1,20 @@ | ||
using Content.Shared.Body.Systems; | ||
using Content.Shared.Body.Part; | ||
using Robust.Client.GameObjects; | ||
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namespace Content.Client.Body.Systems; | ||
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public sealed class BodySystem : SharedBodySystem | ||
{ | ||
protected override void UpdateAppearance(EntityUid uid, BodyPartAppearanceComponent component) | ||
{ | ||
if (TryComp(uid, out SpriteComponent? sprite)) | ||
{ | ||
if (component.Color != null) | ||
{ | ||
//TODO a few things need to be adjusted before this is ready to be used - also need to find a way to update the player sprite | ||
//sprite.Color = component.Color.Value; | ||
} | ||
} | ||
} | ||
} |
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