Game Scene Split up
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@@ -40,6 +40,13 @@ namespace ProjectM.Server
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{
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if (dmg.Length == 0)
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continue;
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// Dev god-mode: while enabled, this entity ignores ALL damage (server-authoritative, once per tick).
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if (SystemAPI.HasComponent<DebugGodMode>(entity) && SystemAPI.IsComponentEnabled<DebugGodMode>(entity))
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{
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dmg.Clear();
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continue;
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}
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// Respawn invulnerability: a freshly-recovered player ignores damage for a window.
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if (haveTick && netTime.ServerTick.IsValid && SystemAPI.HasComponent<RespawnInvuln>(entity))
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@@ -41,8 +41,8 @@ namespace ProjectM.Server
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if (!serverTick.IsValid)
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return;
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uint now = serverTick.TickIndexForValidTick;
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// M6 Aether Cycle: the base-defense wave only runs during the Defend phase.
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if (SystemAPI.TryGetSingleton<CycleState>(out var cycle) && cycle.Phase != CyclePhase.Defend)
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// Player-driven loop: the base-defense wave only spawns during a Siege.
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if (SystemAPI.TryGetSingleton<CycleState>(out var cycle) && cycle.Phase != CyclePhase.Siege)
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return;
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var director = SystemAPI.GetSingleton<WaveDirector>();
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