* auto doggy

* fix

* fix
This commit is contained in:
Ed
2025-03-09 23:29:20 +03:00
committed by GitHub
parent 759260c2ba
commit 66058ffc49
9 changed files with 105 additions and 38 deletions

View File

@@ -1,4 +1,4 @@
using Content.Shared._CP14.Configuration;
using Content.Shared.CCVar;
using Robust.Client.AutoGenerated;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.XAML;
@@ -12,8 +12,8 @@ public sealed partial class CP14OptionsMenuMainTab : Control
{
RobustXamlLoader.Load(this);
Control.AddOptionCheckBox(CP14ConfigVars.WaveShaderEnabled, WaveShaderEnabled);
Control.AddOptionCheckBox(CP14ConfigVars.PostProcess, PostProcessCheckBox);
Control.AddOptionCheckBox(CCVars.WaveShaderEnabled, WaveShaderEnabled);
Control.AddOptionCheckBox(CCVars.PostProcess, PostProcessCheckBox);
Control.Initialize();
}

View File

@@ -1,5 +1,5 @@
using Content.Shared._CP14.Configuration;
using System.Numerics;
using Content.Shared.CCVar;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Configuration;
@@ -32,7 +32,7 @@ public sealed class CP14BasePostProcessOverlay : Overlay
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
if (!_configManager.GetCVar(CP14ConfigVars.PostProcess))
if (!_configManager.GetCVar(CCVars.PostProcess))
return false;
if (!_entityManager.TryGetComponent(_playerManager.LocalSession?.AttachedEntity, out EyeComponent? eyeComp))
@@ -74,4 +74,4 @@ public sealed class CP14BasePostProcessOverlay : Overlay
worldHandle.DrawRect(viewport, Color.White);
worldHandle.UseShader(null);
}
}
}

View File

@@ -1,8 +1,6 @@
using Content.Shared._CP14.Configuration;
using Content.Shared.CCVar;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Placement;
using Robust.Client.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
@@ -23,7 +21,7 @@ public sealed class CP14WaveShaderSystem : EntitySystem
base.Initialize();
_shader = _protoMan.Index<ShaderPrototype>("Wave").InstanceUnique();
_enabled = _configuration.GetCVar(CP14ConfigVars.WaveShaderEnabled);
_enabled = _configuration.GetCVar(CCVars.WaveShaderEnabled);
SubscribeLocalEvent<CP14WaveShaderComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<CP14WaveShaderComponent, ComponentShutdown>(OnShutdown);