Fix tests (#3707)
* First pass * Fix access and rename banananium to bananium * Fix captialization of CookTimeInfoLabel * Fix InteractUsing calls * Remove unused [Dependency] * Replace obsolete references to Anchored with BodyType * Assign default value to shoving someone in disposals * Fix naming * Replace Initialize TryGetComponents with EnsureComponent * Rework AnchorableComponent * Fix singularity component * Replace obsolete usages of Angle.South * Fix efcore warning * Fix container tests * Fix DebugPressurePump invalid PressurePump yaml * Fix getting pathfinding region of grid 0 * Fix atmos plaque missing layer and add info message when it happens * Fix AiSteeringSystem steering in an invalid grid in entity test * Make content able to choose which log level leads to test failures * Revert container test fix for Acruid * Fix sprite, pipe and saving errors Make EntityTest print all errors instead of stopping on the first * Reorder singularity visualizer * Disable pvs for container occlusion adn simple predict reconcile, they use entities other than map ones Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -1,4 +1,4 @@
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#nullable enable
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#nullable enable
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects;
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using Content.Server.Utility;
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@@ -22,8 +22,6 @@ namespace Content.Server.GameObjects.Components.Mobs
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[ComponentReference(typeof(SharedStunnableComponent))]
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public class StunnableComponent : SharedStunnableComponent, IDisarmedAct
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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protected override void OnKnockdown()
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{
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EntitySystem.Get<StandingStateSystem>().Down(Owner);
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