makes conveyors to use machine linking & refactors machine linking a bit (#2464)
* makes conveyors to use machine linking & refactors machine linking a bit * nullable errors * temp commit, starting work on construction * working recipies & graphs * fixes crash * makes items gravitate towards the center when on a conveyor * makes conveyors take bool signal too * ignores components clientside * default arm entitymanager maxtransmitters unsubscribe methods * twowayLEVER * _ * componentreference struct * yaml run leverDefinitelyNotCopiedFromGirderNoNoNo dies today :( * nullable * no divide by 0 * making sloth happy * space gone - happy? * final fix * yes * adds item to lathe * conveyor item -> conveyor assembly * technology * reviews ADRESSED * Update Content.Shared/GameObjects/Verbs/VerbUtility.cs Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -10,6 +10,7 @@ using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.MachineLinking
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@@ -87,11 +88,10 @@ namespace Content.Server.GameObjects.Components.MachineLinking
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}
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}
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public bool TransmitSignal<T>(IEntity user, T signal)
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public bool TransmitSignal<T>(T signal)
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{
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if (_receivers.Count == 0)
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{
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Owner.PopupMessage(user, Loc.GetString("No receivers connected."));
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return false;
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}
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@@ -150,8 +150,9 @@ namespace Content.Server.GameObjects.Components.MachineLinking
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{
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base.Shutdown();
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foreach (var receiver in _receivers)
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for (var i = _receivers.Count-1; i >= 0; i++)
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{
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var receiver = _receivers[i];
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if (receiver.Deleted)
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{
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continue;
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@@ -159,6 +160,7 @@ namespace Content.Server.GameObjects.Components.MachineLinking
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receiver.Unsubscribe(this);
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}
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_receivers.Clear();
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}
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}
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