Refactor standing to be ECS (#4142)
* Refactor standing to be ECS E C S B A B Y * DONE * FIX IT FIX IT FIX IT * IsDown event * Change to methods * Fixes * Address some reviews * Last of the Mohicans * Final fixes * Fix tests
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@@ -5,14 +5,13 @@ using Content.Server.Alert;
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using Content.Server.Hands.Components;
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using Content.Server.MobState.States;
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using Content.Server.Pulling;
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using Content.Server.Standing;
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using Content.Server.Stunnable.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Alert;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.Notification.Managers;
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using Content.Shared.Standing;
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using Content.Shared.Verbs;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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@@ -130,12 +129,12 @@ namespace Content.Server.Buckle.Components
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ownTransform.WorldRotation = strapTransform.WorldRotation;
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break;
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case StrapPosition.Stand:
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EntitySystem.Get<StandingStateSystem>().Standing(Owner);
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EntitySystem.Get<StandingStateSystem>().Stand(Owner);
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ownTransform.WorldRotation = strapTransform.WorldRotation;
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break;
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case StrapPosition.Down:
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EntitySystem.Get<StandingStateSystem>().Down(Owner, force: true);
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ownTransform.WorldRotation = Angle.South;
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EntitySystem.Get<StandingStateSystem>().Down(Owner, false, false);
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ownTransform.LocalRotation = Angle.Zero;
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break;
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}
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@@ -343,7 +342,7 @@ namespace Content.Server.Buckle.Components
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}
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else
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{
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EntitySystem.Get<StandingStateSystem>().Standing(Owner);
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EntitySystem.Get<StandingStateSystem>().Stand(Owner);
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}
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_mobState?.CurrentState?.EnterState(Owner);
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