Change components to use timer component (#2426)
* Change components to use timer component * Fix old usages of tokens
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@@ -23,6 +23,7 @@ using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Components.Timers;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Maths;
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@@ -249,7 +250,7 @@ namespace Content.Server.GameObjects.Components.Doors
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occluder.Enabled = false;
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}
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Timer.Spawn(OpenTimeOne, async () =>
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Owner.SpawnTimer(OpenTimeOne, async () =>
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{
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if (Owner.TryGetComponent(out AirtightComponent? airtight))
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{
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@@ -319,7 +320,7 @@ namespace Content.Server.GameObjects.Components.Doors
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stun.Paralyze(DoorStunTime);
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// If we hit someone, open up after stun (opens right when stun ends)
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Timer.Spawn(TimeSpan.FromSeconds(DoorStunTime) - OpenTimeOne - OpenTimeTwo, Open);
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Owner.SpawnTimer(TimeSpan.FromSeconds(DoorStunTime) - OpenTimeOne - OpenTimeTwo, Open);
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break;
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}
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}
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@@ -402,7 +403,7 @@ namespace Content.Server.GameObjects.Components.Doors
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occluder.Enabled = true;
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}
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Timer.Spawn(CloseTimeOne, async () =>
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Owner.SpawnTimer(CloseTimeOne, async () =>
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{
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if (shouldCheckCrush && _canCrush)
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{
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@@ -435,7 +436,7 @@ namespace Content.Server.GameObjects.Components.Doors
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return;
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SetAppearance(DoorVisualState.Deny);
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Timer.Spawn(DenyTime, () =>
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Owner.SpawnTimer(DenyTime, () =>
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{
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SetAppearance(DoorVisualState.Closed);
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}, _cancellationTokenSource.Token);
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