Update trivial components to use auto comp states (#20539)
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@@ -5,7 +5,6 @@ using Content.Shared.Database;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.GameStates;
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using Robust.Shared.Network;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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@@ -30,10 +29,6 @@ public abstract class SharedAnomalySystem : EntitySystem
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{
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base.Initialize();
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SubscribeLocalEvent<AnomalyComponent, ComponentGetState>(OnAnomalyGetState);
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SubscribeLocalEvent<AnomalyComponent, ComponentHandleState>(OnAnomalyHandleState);
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SubscribeLocalEvent<AnomalySupercriticalComponent, ComponentGetState>(OnSupercriticalGetState);
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SubscribeLocalEvent<AnomalySupercriticalComponent, ComponentHandleState>(OnSupercriticalHandleState);
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SubscribeLocalEvent<AnomalyComponent, InteractHandEvent>(OnInteractHand);
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SubscribeLocalEvent<AnomalyComponent, AttackedEvent>(OnAttacked);
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@@ -44,43 +39,6 @@ public abstract class SharedAnomalySystem : EntitySystem
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_sawmill = Logger.GetSawmill("anomaly");
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}
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private void OnAnomalyGetState(EntityUid uid, AnomalyComponent component, ref ComponentGetState args)
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{
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args.State = new AnomalyComponentState(
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component.Severity,
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component.Stability,
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component.Health,
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component.NextPulseTime);
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}
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private void OnAnomalyHandleState(EntityUid uid, AnomalyComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not AnomalyComponentState state)
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return;
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component.Severity = state.Severity;
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component.Stability = state.Stability;
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component.Health = state.Health;
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component.NextPulseTime = state.NextPulseTime;
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}
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private void OnSupercriticalGetState(EntityUid uid, AnomalySupercriticalComponent component, ref ComponentGetState args)
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{
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args.State = new AnomalySupercriticalComponentState
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{
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EndTime = component.EndTime,
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Duration = component.SupercriticalDuration
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};
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}
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private void OnSupercriticalHandleState(EntityUid uid, AnomalySupercriticalComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not AnomalySupercriticalComponentState state)
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return;
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component.EndTime = state.EndTime;
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component.SupercriticalDuration = state.Duration;
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}
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private void OnInteractHand(EntityUid uid, AnomalyComponent component, InteractHandEvent args)
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{
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DoAnomalyBurnDamage(uid, args.User, component);
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