move TriggerExplosion to shared (#30227)
* move component to shared * add fake systems * update server explosion system and remove duplicate transform query --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
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@@ -12,6 +12,8 @@ using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Explosion;
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using Content.Shared.Explosion.Components;
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using Content.Shared.Explosion.EntitySystems;
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using Content.Shared.GameTicking;
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using Content.Shared.Inventory;
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using Content.Shared.Projectiles;
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@@ -53,7 +55,6 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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private EntityQuery<TransformComponent> _transformQuery;
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private EntityQuery<FlammableComponent> _flammableQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<ProjectileComponent> _projectileQuery;
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@@ -103,7 +104,6 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
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InitAirtightMap();
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InitVisuals();
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_transformQuery = GetEntityQuery<TransformComponent>();
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_flammableQuery = GetEntityQuery<FlammableComponent>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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_projectileQuery = GetEntityQuery<ProjectileComponent>();
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@@ -141,15 +141,8 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
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args.DamageCoefficient *= modifier;
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}
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/// <summary>
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/// Given an entity with an explosive component, spawn the appropriate explosion.
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/// </summary>
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/// <remarks>
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/// Also accepts radius or intensity arguments. This is useful for explosives where the intensity is not
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/// specified in the yaml / by the component, but determined dynamically (e.g., by the quantity of a
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/// solution in a reaction).
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/// </remarks>
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public void TriggerExplosive(EntityUid uid, ExplosiveComponent? explosive = null, bool delete = true, float? totalIntensity = null, float? radius = null, EntityUid? user = null)
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/// <inheritdoc/>
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public override void TriggerExplosive(EntityUid uid, ExplosiveComponent? explosive = null, bool delete = true, float? totalIntensity = null, float? radius = null, EntityUid? user = null)
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{
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// log missing: false, because some entities (e.g. liquid tanks) attempt to trigger explosions when damaged,
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// but may not actually be explosive.
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