Remove ICollideSpecial

Handled in an ECS way by PreventCollideEvent.
The disposals one doesn't work anyway and would've required a larger refactor of disposals to fix so out of scope.
This commit is contained in:
metalgearsloth
2021-05-30 23:30:44 +10:00
parent 8a6ab624ab
commit d93ebe9409
17 changed files with 119 additions and 107 deletions

View File

@@ -2,6 +2,7 @@
using Content.Server.GameObjects.Components.Buckle;
using Content.Server.GameObjects.Components.Strap;
using Content.Server.GameObjects.EntitySystems.Click;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces.GameObjects.Components;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
@@ -11,7 +12,7 @@ using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
internal sealed class BuckleSystem : EntitySystem
internal sealed class BuckleSystem : SharedBuckleSystem
{
public override void Initialize()
{
@@ -40,9 +41,9 @@ namespace Content.Server.GameObjects.EntitySystems
public override void Update(float frameTime)
{
foreach (var comp in ComponentManager.EntityQuery<BuckleComponent>())
foreach (var (buckle, physics) in ComponentManager.EntityQuery<BuckleComponent, PhysicsComponent>())
{
comp.Update();
buckle.Update(physics);
}
}