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16 lines
510 B
C#
16 lines
510 B
C#
using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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namespace Robust.Client.Map
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{
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internal interface IClientMapManager : IMapManagerInternal
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{
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// Two methods here, so that new grids etc can be made BEFORE entities get states applied,
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// but old ones can be deleted after.
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void ApplyGameStatePre(GameStateMapData? data, ReadOnlySpan<EntityState> entityStates);
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void ApplyGameStatePost(GameStateMapData? data);
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}
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}
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