Pulling rework (#20906)

* Pulling rework

Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame.

* More pulling cleanup

* stats

* More cleanup

* First draft

* More pulling

* weh

* Fix puller

* Pulling working

* Fix merge

* Dunked

* Self-merge time
This commit is contained in:
metalgearsloth
2024-02-03 14:36:09 +11:00
committed by GitHub
parent 79e3a6630d
commit 0d8254b2a2
53 changed files with 764 additions and 1359 deletions

View File

@@ -1,13 +1,10 @@
using Content.Shared.ActionBlocker;
using Content.Shared.Interaction.Events;
using Content.Shared.Item;
using Content.Shared.Movement;
using Content.Shared.Movement.Events;
using Content.Shared.Physics.Pull;
using Content.Shared.Pulling;
using Content.Shared.Pulling.Components;
using Content.Shared.Pulling.Events;
using Content.Shared.Stunnable;
using Content.Shared.Movement.Pulling.Components;
using Content.Shared.Movement.Pulling.Events;
using Content.Shared.Movement.Pulling.Systems;
using Content.Shared.Throwing;
namespace Content.Shared.Administration;
@@ -15,7 +12,7 @@ namespace Content.Shared.Administration;
public sealed class AdminFrozenSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
[Dependency] private readonly SharedPullingSystem _pulling = default!;
[Dependency] private readonly PullingSystem _pulling = default!;
public override void Initialize()
{
@@ -45,9 +42,9 @@ public sealed class AdminFrozenSystem : EntitySystem
private void OnStartup(EntityUid uid, AdminFrozenComponent component, ComponentStartup args)
{
if (TryComp<SharedPullableComponent>(uid, out var pullable))
if (TryComp<PullableComponent>(uid, out var pullable))
{
_pulling.TryStopPull(pullable);
_pulling.TryStopPull(uid, pullable);
}
UpdateCanMove(uid, component, args);