Use time offsets for gun and melee (#13041)

Doesn't stop the pickup serialization.
This commit is contained in:
metalgearsloth
2022-12-16 08:35:08 +11:00
committed by GitHub
parent e9e6255684
commit 6908f27cd1
2 changed files with 4 additions and 2 deletions

View File

@@ -5,6 +5,7 @@ using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Weapons.Melee;
@@ -25,7 +26,7 @@ public sealed class MeleeWeaponComponent : Component
/// <summary>
/// Next time this component is allowed to light attack. Heavy attacks are wound up and never have a cooldown.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("nextAttack")]
[ViewVariables(VVAccess.ReadWrite), DataField("nextAttack", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan NextAttack;
/*

View File

@@ -2,6 +2,7 @@ using Content.Shared.Actions.ActionTypes;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Weapons.Ranged.Components;
@@ -95,7 +96,7 @@ public class GunComponent : Component
/// When the gun is next available to be shot.
/// Can be set multiple times in a single tick due to guns firing faster than a single tick time.
/// </summary>
[DataField("nextFire")]
[DataField("nextFire", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan NextFire = TimeSpan.Zero;
/// <summary>