Fix some unneeded debug logs (#10485)

2 data definitions + NPCs.
This commit is contained in:
metalgearsloth
2022-08-15 14:23:23 +10:00
committed by GitHub
parent 702cfd15e9
commit 93efa6c3b8
3 changed files with 7 additions and 12 deletions

View File

@@ -40,6 +40,7 @@ namespace Content.Server.AI.EntitySystems
#endif #endif
_sawmill = Logger.GetSawmill("npc"); _sawmill = Logger.GetSawmill("npc");
_sawmill.Level = LogLevel.Info;
InitializeUtility(); InitializeUtility();
SubscribeLocalEvent<NPCComponent, MobStateChangedEvent>(OnMobStateChange); SubscribeLocalEvent<NPCComponent, MobStateChangedEvent>(OnMobStateChange);
SubscribeLocalEvent<NPCComponent, ComponentInit>(OnNPCInit); SubscribeLocalEvent<NPCComponent, ComponentInit>(OnNPCInit);

View File

@@ -184,7 +184,10 @@ namespace Content.Server.Polymorph.Systems
var act = new InstantAction() var act = new InstantAction()
{ {
Event = new PolymorphActionEvent(polyproto), Event = new PolymorphActionEvent()
{
Prototype = polyproto,
},
Name = Loc.GetString("polymorph-self-action-name", ("target", entproto.Name)), Name = Loc.GetString("polymorph-self-action-name", ("target", entproto.Name)),
Description = Loc.GetString("polymorph-self-action-description", ("target", entproto.Name)), Description = Loc.GetString("polymorph-self-action-description", ("target", entproto.Name)),
Icon = new SpriteSpecifier.EntityPrototype(polyproto.Entity), Icon = new SpriteSpecifier.EntityPrototype(polyproto.Entity),
@@ -224,11 +227,6 @@ namespace Content.Server.Polymorph.Systems
/// The polymorph prototype containing all the information about /// The polymorph prototype containing all the information about
/// the specific polymorph. /// the specific polymorph.
/// </summary> /// </summary>
public readonly PolymorphPrototype Prototype; public PolymorphPrototype Prototype = default!;
public PolymorphActionEvent(PolymorphPrototype prototype)
{
Prototype = prototype;
}
}; };
} }

View File

@@ -84,14 +84,10 @@ public abstract partial class SharedGunSystem
SelectFire(component, nextMode, user); SelectFire(component, nextMode, user);
} }
// TODO: Actions need doing for guns anyway.
private sealed class CycleModeEvent : InstantActionEvent private sealed class CycleModeEvent : InstantActionEvent
{ {
public SelectiveFire Mode; public SelectiveFire Mode;
public CycleModeEvent(SelectiveFire mode)
{
Mode = mode;
}
} }
private void OnCycleMode(EntityUid uid, GunComponent component, CycleModeEvent args) private void OnCycleMode(EntityUid uid, GunComponent component, CycleModeEvent args)