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