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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@@ -18,7 +18,7 @@ using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Pulling
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{
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public abstract class SharedPullableComponent : Component, ICollideSpecial, IRelayMoveInput
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public abstract class SharedPullableComponent : Component, IRelayMoveInput
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{
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public override string Name => "Pullable";
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public override uint? NetID => ContentNetIDs.PULLABLE;
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@@ -358,16 +358,6 @@ namespace Content.Shared.GameObjects.Components.Pulling
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base.OnRemove();
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}
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public bool PreventCollide(IPhysBody collidedWith)
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{
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if (_puller == null || _physics == null)
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{
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return false;
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}
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return (_physics.CollisionLayer & collidedWith.CollisionMask) == (int) CollisionGroup.MobImpassable;
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}
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// TODO: Need a component bus relay so all entities can use this and not just players
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void IRelayMoveInput.MoveInputPressed(ICommonSession session)
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{
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