Extracts magic strings from Tag calls (#36305)

* Extracts magic strings from Tag calls

When #36281 gets merged, the `TagSystem` methods will all give warnings. Let's fix those warnings before they even happen!

* Adds missing libraries

* Remove not yet implemented TagSystem changes

* Fix tag spelling error

Genuinely surprised there was only 1!

* Styling and proper type changes

* Styling

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

---------

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
This commit is contained in:
J
2025-04-05 00:20:19 +00:00
committed by GitHub
parent e58ab56e42
commit af9526197a
36 changed files with 156 additions and 51 deletions

View File

@@ -5,6 +5,7 @@ using Content.Shared.Damage;
using Content.Shared.Hands.Components;
using Content.Shared.Tag;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
@@ -23,6 +24,8 @@ public abstract partial class SharedDoAfterSystem : EntitySystem
/// </summary>
private static readonly TimeSpan ExcessTime = TimeSpan.FromSeconds(0.5f);
private static readonly ProtoId<TagPrototype> InstantDoAftersTag = "InstantDoAfters";
public override void Initialize()
{
base.Initialize();
@@ -233,7 +236,7 @@ public abstract partial class SharedDoAfterSystem : EntitySystem
// TODO DO AFTER
// Why does this tag exist? Just make this a bool on the component?
if (args.Delay <= TimeSpan.Zero || _tag.HasTag(args.User, "InstantDoAfters"))
if (args.Delay <= TimeSpan.Zero || _tag.HasTag(args.User, InstantDoAftersTag))
{
RaiseDoAfterEvents(doAfter, comp);
// We don't store instant do-afters. This is just a lazy way of hiding them from client-side visuals.