Component Messaging Rework (#36)
* Remove DiscoBall. * Changes `IEntity.AddComponent(IComponent)` to `IEntity.AddComponent<T>`. * Pulled ComponentManager registration out of Component into Entity. * Killed component message params. * Updated engine submodule.
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@@ -78,15 +78,13 @@ namespace Content.Server.GameObjects.Components.Power
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}
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}
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public override void OnAdd(IEntity owner)
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public override void OnAdd()
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{
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base.OnAdd(owner);
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base.OnAdd();
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if (!owner.TryGetComponent(out PowerNodeComponent node))
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if (!Owner.TryGetComponent(out PowerNodeComponent node))
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{
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var factory = IoCManager.Resolve<IComponentFactory>();
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node = factory.GetComponent<PowerNodeComponent>();
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owner.AddComponent(node);
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Owner.AddComponent<PowerNodeComponent>();
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}
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node.OnPowernetConnect += PowernetConnect;
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node.OnPowernetDisconnect += PowernetDisconnect;
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