remove even MORE empty initial state

This commit is contained in:
JohnCorby 2022-08-02 17:38:14 -07:00
parent 340e9b8a97
commit 6d436436a7
14 changed files with 11 additions and 32 deletions

View File

@ -11,6 +11,6 @@ public class QSBCharacterDialogueTree : WorldObject<CharacterDialogueTree>
{
public override void SendInitialState(uint to)
{
// todo : implement this
// todo : implement this??? does it need it?
}
}

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@ -21,7 +21,7 @@ public class QSBGhostBrain : WorldObject<GhostBrain>, IGhostObject
public override void SendInitialState(uint to)
{
// todo SendInitialState
}
public override async UniTask Init(CancellationToken ct)

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@ -17,7 +17,7 @@ public class QSBGhostController : WorldObject<GhostController>, IGhostObject
{
public override void SendInitialState(uint to)
{
// todo SendInitialState
}
public QSBGhostEffects _effects;

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@ -16,7 +16,7 @@ public class QSBGhostEffects : WorldObject<GhostEffects>, IGhostObject
{
public override void SendInitialState(uint to)
{
// todo SendInitialState
}
public override bool ShouldDisplayDebug() => false;

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@ -11,7 +11,7 @@ public class QSBGhostGrabController : WorldObject<GhostGrabController>
{
public override void SendInitialState(uint to)
{
// todo SendInitialState
}
public void GrabPlayer(float speed, GhostPlayer player, bool remote = false)

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@ -11,6 +11,6 @@ internal class QSBGhostNodeMap : WorldObject<GhostNodeMap>
{
public override void SendInitialState(uint to)
{
// todo SendInitialState??
}
}

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@ -15,7 +15,7 @@ public class QSBGhostSensors : WorldObject<GhostSensors>, IGhostObject
{
public override void SendInitialState(uint to)
{
// todo SendInitialState
}
public override string ReturnLabel() => "";

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@ -14,7 +14,7 @@ internal class QSBPrisonerBrain : WorldObject<PrisonerBrain>, IGhostObject
{
public override void SendInitialState(uint to)
{
// todo SendInitialState
}
public override async UniTask Init(CancellationToken ct)

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@ -52,9 +52,4 @@ public class QSBRaft : LinkedWorldObject<RaftController, RaftTransformSync>, IQS
NetworkBehaviour.netIdentity.UpdateAuthQueue(AuthQueueAction.Force);
}
}
public override void SendInitialState(uint to)
{
// not really needed. things work fine without it
}
}

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@ -1,16 +1,10 @@
using QSB.EyeOfTheUniverse.MaskSync;
using QSB.WorldSync;
using System.Linq;
namespace QSB.EyeOfTheUniverse.InstrumentSync.WorldObjects;
internal class QSBQuantumInstrument : WorldObject<QuantumInstrument>
{
public override void SendInitialState(uint to)
{
// not needed since mid-game join is impossible here
}
public void Gather()
{
var maskZoneController = QSBWorldSync.GetUnityObject<MaskZoneController>();

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@ -5,11 +5,6 @@ namespace QSB.MeteorSync.WorldObjects;
public class QSBMeteor : WorldObject<MeteorController>
{
public override void SendInitialState(uint to)
{
// we don't really need to sync initial state
}
public static bool IsSpecialImpact(GameObject go) =>
go == Locator.GetPlayerCollider().gameObject ||
Locator.GetProbe() != null && go == Locator.GetProbe()._anchor._collider.gameObject;

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@ -5,11 +5,6 @@ namespace QSB.MeteorSync.WorldObjects;
public class QSBMeteorLauncher : WorldObject<MeteorLauncher>
{
public override void SendInitialState(uint to)
{
// we don't really need to sync initial state
}
public void PreLaunchMeteor()
{
foreach (var launchParticle in AttachedObject._launchParticles)

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@ -16,6 +16,6 @@ internal class QSBShipDetachableLeg : LinkedWorldObject<ShipDetachableLeg, ShipL
public override void SendInitialState(uint to)
{
// todo SendInitialState?
}
}

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@ -16,6 +16,6 @@ internal class QSBShipDetachableModule : LinkedWorldObject<ShipDetachableModule,
public override void SendInitialState(uint to)
{
// todo SendInitialState?
}
}