Remove IRelayMoveInput (#4663)

* Remove IRelayMoveInput

This interface gets called every time a movement key is pressed so it gets called a lot.

* Remove RelayMovementEntityMessage

Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2021-09-20 19:06:48 +10:00
committed by GitHub
parent fcc1217e5d
commit 578ed16b8f
16 changed files with 179 additions and 174 deletions

View File

@@ -1,15 +1,35 @@
using Content.Server.Disposal.Tube.Components;
using Content.Shared.Movement;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Server.Disposal.Tube
{
public sealed class DisposalTubeSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DisposalTubeComponent, PhysicsBodyTypeChangedEvent>(BodyTypeChanged);
SubscribeLocalEvent<DisposalTubeComponent, RelayMovementEntityEvent>(OnRelayMovement);
}
private void OnRelayMovement(EntityUid uid, DisposalTubeComponent component, RelayMovementEntityEvent args)
{
if (_gameTiming.CurTime < component.LastClang + DisposalTubeComponent.ClangDelay)
{
return;
}
var entity = EntityManager.GetEntity(uid);
component.LastClang = _gameTiming.CurTime;
SoundSystem.Play(Filter.Pvs(entity), component.ClangSound.GetSound(), entity);
}
private static void BodyTypeChanged(