Remove vehicles (#24681)

* Remove wheelchairs

Vehicle code is dogwater and wheelchairs just keeps exposing edgecases. If someone wants it brought it back they can do vehicle refactor.

* Also this one

* Remove vehicles

* goodbye vehicles

* Remove this check

* sasd

* Cronch

* Add sprites back

* jani
This commit is contained in:
metalgearsloth
2024-02-01 11:33:10 +11:00
committed by GitHub
parent ff090878e7
commit d2f20d8955
36 changed files with 40 additions and 1587 deletions

View File

@@ -1,6 +1,5 @@
using System.Numerics;
using Content.Shared.Alert;
using Content.Shared.Vehicle;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
@@ -9,7 +8,7 @@ using Robust.Shared.Serialization;
namespace Content.Shared.Buckle.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedBuckleSystem), typeof(SharedVehicleSystem))]
[Access(typeof(SharedBuckleSystem))]
public sealed partial class StrapComponent : Component
{
/// <summary>

View File

@@ -16,7 +16,6 @@ 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.Physics.Components;
using Robust.Shared.Physics.Events;
@@ -124,16 +123,6 @@ public abstract partial class SharedBuckleSystem
private void OnBuckleStandAttempt(EntityUid uid, BuckleComponent component, StandAttemptEvent args)
{
//Let entities stand back up while on vehicles so that they can be knocked down when slept/stunned
//This prevents an exploit that allowed people to become partially invulnerable to stuns
//while on vehicles
if (component.BuckledTo != null)
{
var buckle = component.BuckledTo;
if (TryComp<VehicleComponent>(buckle, out _))
return;
}
if (component.Buckled)
args.Cancel();
}
@@ -149,8 +138,7 @@ public abstract partial class SharedBuckleSystem
if (component.LifeStage > ComponentLifeStage.Running)
return;
if (component.Buckled &&
!HasComp<VehicleComponent>(component.BuckledTo)) // buckle+vehicle shitcode
if (component.Buckled) // buckle shitcode
args.Cancel();
}
@@ -436,10 +424,6 @@ public abstract partial class SharedBuckleSystem
if (HasComp<SleepingComponent>(buckleUid) && buckleUid == userUid)
return false;
// If the strap is a vehicle and the rider is not the person unbuckling, return. Unless the rider is crit or dead.
if (TryComp<VehicleComponent>(strapUid, out var vehicle) && vehicle.Rider != userUid && !_mobState.IsIncapacitated(buckleUid))
return false;
// If the person is crit or dead in any kind of strap, return. This prevents people from unbuckling themselves while incapacitated.
if (_mobState.IsIncapacitated(buckleUid) && userUid == buckleUid)
return false;