Update trivial components to use auto comp states (#20539)
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@@ -5,9 +5,7 @@ using Content.Shared.StatusEffect;
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using Content.Shared.StepTrigger.Systems;
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using Content.Shared.Stunnable;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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@@ -32,22 +30,6 @@ public sealed class SlipperySystem : EntitySystem
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SubscribeLocalEvent<NoSlipComponent, SlipAttemptEvent>(OnNoSlipAttempt);
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// as long as slip-resistant mice are never added, this should be fine (otherwise a mouse-hat will transfer it's power to the wearer).
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SubscribeLocalEvent<NoSlipComponent, InventoryRelayedEvent<SlipAttemptEvent>>((e, c, ev) => OnNoSlipAttempt(e, c, ev.Args));
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SubscribeLocalEvent<SlipperyComponent, ComponentGetState>(OnSlipperyGetState);
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SubscribeLocalEvent<SlipperyComponent, ComponentHandleState>(OnSlipperyHandleState);
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}
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private void OnSlipperyHandleState(EntityUid uid, SlipperyComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not SlipperyComponentState state) return;
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component.ParalyzeTime = state.ParalyzeTime;
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component.LaunchForwardsMultiplier = state.LaunchForwardsMultiplier;
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component.SlipSound = new SoundPathSpecifier(state.SlipSound);
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}
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private void OnSlipperyGetState(EntityUid uid, SlipperyComponent component, ref ComponentGetState args)
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{
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args.State = new SlipperyComponentState(component.ParalyzeTime, component.LaunchForwardsMultiplier, _audio.GetSound(component.SlipSound));
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}
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private void HandleStepTrigger(EntityUid uid, SlipperyComponent component, ref StepTriggeredEvent args)
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