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

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