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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@@ -3,15 +3,14 @@ using System.Threading.Tasks;
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using Content.Server.Hands.Components;
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using Content.Server.Items;
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using Content.Server.Paper;
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using Content.Server.Standing;
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using Content.Server.Storage.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Body.Components;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Morgue;
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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.Containers;
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@@ -39,7 +38,7 @@ namespace Content.Server.Morgue.Components
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{
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base.Initialize();
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_appearance?.SetData(BodyBagVisuals.Label, false);
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LabelContainer = ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, "body_bag_label", out _);
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LabelContainer = Owner.EnsureContainer<ContainerSlot>("body_bag_label", out _);
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}
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protected override bool AddToContents(IEntity entity)
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