Morgue system refactor remove unused VVs and into Entity (#31835)

* Remove unused VVs params and usings
from entityUid, MorgueComponent into Entity<MorgueComponent> ent

* remove unnecesary VVs cuz datafields add em
This commit is contained in:
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2024-09-04 20:30:21 +05:00
committed by GitHub
parent 7b92b1da1d
commit 8588517e45
2 changed files with 6 additions and 9 deletions

View File

@@ -3,8 +3,6 @@ using Content.Shared.Body.Components;
using Content.Shared.Examine; using Content.Shared.Examine;
using Content.Shared.Morgue; using Content.Shared.Morgue;
using Content.Shared.Morgue.Components; using Content.Shared.Morgue.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems; using Robust.Shared.Audio.Systems;
using Robust.Shared.Player; using Robust.Shared.Player;
@@ -25,12 +23,12 @@ public sealed class MorgueSystem : EntitySystem
/// <summary> /// <summary>
/// Handles the examination text for looking at a morgue. /// Handles the examination text for looking at a morgue.
/// </summary> /// </summary>
private void OnExamine(EntityUid uid, MorgueComponent component, ExaminedEvent args) private void OnExamine(Entity<MorgueComponent> ent, ref ExaminedEvent args)
{ {
if (!args.IsInDetailsRange) if (!args.IsInDetailsRange)
return; return;
_appearance.TryGetData<MorgueContents>(uid, MorgueVisuals.Contents, out var contents); _appearance.TryGetData<MorgueContents>(ent.Owner, MorgueVisuals.Contents, out var contents);
var text = contents switch var text = contents switch
{ {

View File

@@ -9,19 +9,18 @@ public sealed partial class MorgueComponent : Component
/// <summary> /// <summary>
/// Whether or not the morgue beeps if a living player is inside. /// Whether or not the morgue beeps if a living player is inside.
/// </summary> /// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField]
[DataField("doSoulBeep")]
public bool DoSoulBeep = true; public bool DoSoulBeep = true;
[ViewVariables] [DataField]
public float AccumulatedFrameTime = 0f; public float AccumulatedFrameTime = 0f;
/// <summary> /// <summary>
/// The amount of time between each beep. /// The amount of time between each beep.
/// </summary> /// </summary>
[ViewVariables] [DataField]
public float BeepTime = 10f; public float BeepTime = 10f;
[DataField("occupantHasSoulAlarmSound")] [DataField]
public SoundSpecifier OccupantHasSoulAlarmSound = new SoundPathSpecifier("/Audio/Weapons/Guns/EmptyAlarm/smg_empty_alarm.ogg"); public SoundSpecifier OccupantHasSoulAlarmSound = new SoundPathSpecifier("/Audio/Weapons/Guns/EmptyAlarm/smg_empty_alarm.ogg");
} }