Make systems default to no paused comps (#2475)

* Make systems default to no paused comps

* Restore old paused

But with a new name

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2020-11-14 00:43:29 +11:00
committed by GitHub
parent 02f827f063
commit 75e0667acb
3 changed files with 3 additions and 3 deletions

View File

@@ -9,7 +9,7 @@ namespace Content.Server.GameObjects.EntitySystems
{
public override void Update(float frameTime)
{
foreach (var comp in ComponentManager.EntityQuery<BatteryComponent>(false))
foreach (var comp in ComponentManager.EntityQuery<BatteryComponent>())
{
comp.OnUpdate(frameTime);
}

View File

@@ -57,7 +57,7 @@ namespace Content.Server.GameObjects.EntitySystems
public override void Update(float frameTime)
{
foreach (var (moverComponent, collidableComponent) in EntityManager.ComponentManager.EntityQuery<IMoverComponent, IPhysicsComponent>(false))
foreach (var (moverComponent, collidableComponent) in EntityManager.ComponentManager.EntityQuery<IMoverComponent, IPhysicsComponent>())
{
var entity = moverComponent.Owner;
UpdateKinematics(entity.Transform, moverComponent, collidableComponent);

View File

@@ -13,7 +13,7 @@ namespace Content.Server.GameObjects.EntitySystems
{
public override void Update(float frameTime)
{
var uniqueApcNets = new HashSet<IApcNet>(); //could be improved by maintaining set instead of getting collection every frame
var uniqueApcNets = new HashSet<IApcNet>(); //could be improved by maintaining set instead of getting collection every frame
foreach (var apc in ComponentManager.EntityQuery<ApcComponent>(false))
{
uniqueApcNets.Add(apc.Net);