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

@@ -13,14 +13,12 @@ using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Buckle
{
public abstract class SharedBuckleComponent : Component, IActionBlocker, IEffectBlocker, IDraggable, ICollideSpecial
public abstract class SharedBuckleComponent : Component, IActionBlocker, IEffectBlocker, IDraggable
{
public sealed override string Name => "Buckle";
public sealed override uint? NetID => ContentNetIDs.BUCKLE;
[ComponentDependency] protected readonly IPhysBody? Physics;
/// <summary>
/// The range from which this entity can buckle to a <see cref="SharedStrapComponent"/>.
/// </summary>
@@ -41,17 +39,6 @@ namespace Content.Shared.GameObjects.Components.Buckle
public abstract bool TryBuckle(IEntity? user, IEntity to);
bool ICollideSpecial.PreventCollide(IPhysBody collidedwith)
{
if (collidedwith.Owner.Uid == LastEntityBuckledTo)
{
IsOnStrapEntityThisFrame = true;
return Buckled || DontCollide;
}
return false;
}
bool IActionBlocker.CanMove()
{
return !Buckled;