Base Update() method was removed from components in engine, added some basic ECS systems to update the components. (#79)
This commit is contained in:
committed by
Pieter-Jan Briers
parent
18ed1041ba
commit
8c874c76dc
@@ -94,7 +94,12 @@
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<Compile Include="GameObjects\EntitySystems\Click\ClickParser.cs" />
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<Compile Include="GameObjects\EntitySystems\Click\ClickParser.cs" />
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<Compile Include="GameObjects\EntitySystems\Click\ExamineSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\Click\ExamineSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\Click\InteractionSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\Click\InteractionSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\DoorSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\PowerApcSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\PowerSmesSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\PowerSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\PowerSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\WelderSystem.cs" />
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<Compile Include="GameObjects\TemperatureSystem.cs" />
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<Compile Include="Interfaces\GameObjects\Components\Items\IHandsComponent.cs" />
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<Compile Include="Interfaces\GameObjects\Components\Items\IHandsComponent.cs" />
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<Compile Include="GameObjects\Components\GUI\ServerHandsComponent.cs" />
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<Compile Include="GameObjects\Components\GUI\ServerHandsComponent.cs" />
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<Compile Include="GameObjects\Components\GUI\InventoryComponent.cs" />
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<Compile Include="GameObjects\Components\GUI\InventoryComponent.cs" />
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@@ -96,7 +96,7 @@ namespace Content.Server.GameObjects
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}
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}
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private const float AUTO_CLOSE_DELAY = 5;
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private const float AUTO_CLOSE_DELAY = 5;
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public override void Update(float frameTime)
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public void OnUpdate(float frameTime)
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{
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{
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if (!Opened)
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if (!Opened)
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{
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{
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@@ -80,7 +80,7 @@ namespace Content.Server.GameObjects.Components.Interactable.Tools
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}
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}
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}
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}
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public override void Update(float frameTime)
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public void OnUpdate(float frameTime)
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{
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{
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if (!Activated)
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if (!Activated)
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{
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{
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@@ -1,4 +1,4 @@
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using Content.Shared.GameObjects.Components.Power;
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using Content.Shared.GameObjects.Components.Power;
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using SS14.Server.GameObjects;
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using SS14.Server.GameObjects;
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using SS14.Shared.GameObjects;
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using SS14.Shared.GameObjects;
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@@ -20,7 +20,7 @@ namespace Content.Server.GameObjects.Components.Power
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Appearance = Owner.GetComponent<AppearanceComponent>();
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Appearance = Owner.GetComponent<AppearanceComponent>();
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}
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}
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public override void Update(float frameTime)
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public void OnUpdate()
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{
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{
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var newState = CalcChargeState();
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var newState = CalcChargeState();
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if (newState != LastChargeState)
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if (newState != LastChargeState)
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@@ -28,7 +28,7 @@ namespace Content.Server.GameObjects.Components.Power
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Appearance = Owner.GetComponent<AppearanceComponent>();
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Appearance = Owner.GetComponent<AppearanceComponent>();
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}
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}
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public override void Update(float frameTime)
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public void OnUpdate()
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{
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{
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var newLevel = CalcChargeLevel();
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var newLevel = CalcChargeLevel();
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if (newLevel != LastChargeLevel)
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if (newLevel != LastChargeLevel)
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@@ -45,10 +45,8 @@ namespace Content.Server.GameObjects
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}
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}
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/// <inheritdoc />
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/// <inheritdoc />
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public override void Update(float frameTime)
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public void OnUpdate(float frameTime)
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{
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{
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base.Update(frameTime);
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int fireDamage = (int)Math.Floor(Math.Max(0, CurrentTemperature - _fireDamageThreshold) / _fireDamageCoefficient);
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int fireDamage = (int)Math.Floor(Math.Max(0, CurrentTemperature - _fireDamageThreshold) / _fireDamageCoefficient);
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_secondsSinceLastDamageUpdate += frameTime;
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_secondsSinceLastDamageUpdate += frameTime;
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22
Content.Server/GameObjects/EntitySystems/DoorSystem.cs
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22
Content.Server/GameObjects/EntitySystems/DoorSystem.cs
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@@ -0,0 +1,22 @@
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using SS14.Shared.GameObjects;
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using SS14.Shared.GameObjects.System;
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namespace Content.Server.GameObjects.EntitySystems
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{
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class DoorSystem : EntitySystem
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{
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public override void Initialize()
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{
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EntityQuery = new TypeEntityQuery(typeof(ServerDoorComponent));
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}
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public override void Update(float frameTime)
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{
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foreach (var entity in RelevantEntities)
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{
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var comp = entity.GetComponent<ServerDoorComponent>();
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comp.OnUpdate(frameTime);
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}
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}
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}
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}
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23
Content.Server/GameObjects/EntitySystems/PowerApcSystem.cs
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23
Content.Server/GameObjects/EntitySystems/PowerApcSystem.cs
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@@ -0,0 +1,23 @@
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using Content.Server.GameObjects.Components.Power;
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using SS14.Shared.GameObjects;
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using SS14.Shared.GameObjects.System;
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namespace Content.Server.GameObjects.EntitySystems
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{
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class PowerApcSystem : EntitySystem
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{
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public override void Initialize()
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{
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EntityQuery = new TypeEntityQuery(typeof(ApcComponent));
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}
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public override void Update(float frameTime)
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{
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foreach (var entity in RelevantEntities)
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{
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var comp = entity.GetComponent<ApcComponent>();
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comp.OnUpdate();
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}
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}
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}
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}
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23
Content.Server/GameObjects/EntitySystems/PowerSmesSystem.cs
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23
Content.Server/GameObjects/EntitySystems/PowerSmesSystem.cs
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@@ -0,0 +1,23 @@
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using Content.Server.GameObjects.Components.Power;
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using SS14.Shared.GameObjects;
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using SS14.Shared.GameObjects.System;
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namespace Content.Server.GameObjects.EntitySystems
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{
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internal class PowerSmesSystem : EntitySystem
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{
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public override void Initialize()
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{
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EntityQuery = new TypeEntityQuery(typeof(SmesComponent));
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}
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public override void Update(float frameTime)
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{
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foreach (var entity in RelevantEntities)
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{
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var comp = entity.GetComponent<SmesComponent>();
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comp.OnUpdate();
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}
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}
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}
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}
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@@ -2,11 +2,8 @@
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using SS14.Shared.GameObjects.System;
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using SS14.Shared.GameObjects.System;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.IoC;
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using SS14.Shared.IoC;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using SS14.Shared.GameObjects;
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using System.Text;
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using System.Threading.Tasks;
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namespace Content.Shared.GameObjects.EntitySystems
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namespace Content.Shared.GameObjects.EntitySystems
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{
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{
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@@ -18,6 +15,11 @@ namespace Content.Shared.GameObjects.EntitySystems
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private int _lastUid = 0;
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private int _lastUid = 0;
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public PowerSystem()
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{
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EntityQuery = new TypeEntityQuery(typeof(PowerDeviceComponent));
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}
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public override void Initialize()
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public override void Initialize()
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{
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{
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base.Initialize();
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base.Initialize();
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@@ -61,8 +63,9 @@ namespace Content.Shared.GameObjects.EntitySystems
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}
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}
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// Draw power for devices not connected to anything.
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// Draw power for devices not connected to anything.
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foreach (var device in componentManager.GetComponents<PowerDeviceComponent>())
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foreach (var entity in EntityManager.GetEntities(EntityQuery))
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{
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{
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var device = entity.GetComponent<PowerDeviceComponent>();
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device.ProcessInternalPower(frametime);
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device.ProcessInternalPower(frametime);
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}
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}
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}
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}
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23
Content.Server/GameObjects/EntitySystems/WelderSystem.cs
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23
Content.Server/GameObjects/EntitySystems/WelderSystem.cs
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@@ -0,0 +1,23 @@
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using Content.Server.GameObjects.Components.Interactable.Tools;
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using SS14.Shared.GameObjects;
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using SS14.Shared.GameObjects.System;
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namespace Content.Server.GameObjects.EntitySystems
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{
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class WelderSystem : EntitySystem
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{
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public override void Initialize()
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{
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EntityQuery = new TypeEntityQuery(typeof(WelderComponent));
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}
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public override void Update(float frameTime)
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{
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foreach (var entity in RelevantEntities)
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{
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var comp = entity.GetComponent<WelderComponent>();
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comp.OnUpdate(frameTime);
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}
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}
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}
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}
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22
Content.Server/GameObjects/TemperatureSystem.cs
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22
Content.Server/GameObjects/TemperatureSystem.cs
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@@ -0,0 +1,22 @@
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using SS14.Shared.GameObjects;
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using SS14.Shared.GameObjects.System;
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namespace Content.Server.GameObjects
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{
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class TemperatureSystem : EntitySystem
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{
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public override void Initialize()
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{
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EntityQuery = new TypeEntityQuery(typeof(TemperatureComponent));
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}
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public override void Update(float frameTime)
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{
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foreach (var entity in RelevantEntities)
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{
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var comp = entity.GetComponent<TemperatureComponent>();
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comp.OnUpdate(frameTime);
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}
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}
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}
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}
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