Update trivial components to use auto comp states (#20539)

This commit is contained in:
DrSmugleaf
2023-09-28 16:20:29 -07:00
committed by GitHub
parent 14cfe44ece
commit a44fa86b68
158 changed files with 806 additions and 2866 deletions

View File

@@ -12,14 +12,12 @@ using Content.Shared.Mobs.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Popups;
using Content.Shared.Pulling.Components;
using Content.Shared.Pulling.Events;
using Content.Shared.Standing;
using Content.Shared.Storage.Components;
using Content.Shared.Stunnable;
using Content.Shared.Throwing;
using Content.Shared.Vehicle.Components;
using Content.Shared.Verbs;
using Robust.Shared.GameStates;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Utility;
@@ -32,7 +30,6 @@ public abstract partial class SharedBuckleSystem
{
SubscribeLocalEvent<BuckleComponent, ComponentStartup>(OnBuckleComponentStartup);
SubscribeLocalEvent<BuckleComponent, ComponentShutdown>(OnBuckleComponentShutdown);
SubscribeLocalEvent<BuckleComponent, ComponentGetState>(OnBuckleComponentGetState);
SubscribeLocalEvent<BuckleComponent, MoveEvent>(OnBuckleMove);
SubscribeLocalEvent<BuckleComponent, InteractHandEvent>(OnBuckleInteractHand);
SubscribeLocalEvent<BuckleComponent, GetVerbsEvent<InteractionVerb>>(AddUnbuckleVerb);
@@ -58,11 +55,6 @@ public abstract partial class SharedBuckleSystem
component.BuckleTime = default;
}
private void OnBuckleComponentGetState(EntityUid uid, BuckleComponent component, ref ComponentGetState args)
{
args.State = new BuckleComponentState(component.Buckled, GetNetEntity(component.BuckledTo), GetNetEntity(component.LastEntityBuckledTo), component.DontCollide);
}
private void OnBuckleMove(EntityUid uid, BuckleComponent component, ref MoveEvent ev)
{
if (component.BuckledTo is not {} strapUid)
@@ -434,7 +426,7 @@ public abstract partial class SharedBuckleSystem
if (attemptEvent.Cancelled)
return false;
if (_gameTiming.CurTime < buckleComp.BuckleTime + buckleComp.UnbuckleDelay)
if (_gameTiming.CurTime < buckleComp.BuckleTime + buckleComp.Delay)
return false;
if (!_interaction.InRangeUnobstructed(userUid, strapUid, buckleComp.Range, popup: true))