Change all of body system to use entities and components (#2074)
* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
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@@ -101,7 +101,7 @@ namespace Content.Server.GameObjects.Components.Doors
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/// Whether something is currently using a welder on this so DoAfter isn't spammed.
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/// </summary>
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private bool _beingWelded = false;
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[ViewVariables(VVAccess.ReadWrite)]
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private bool _canCrush = true;
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@@ -147,7 +147,7 @@ namespace Content.Server.GameObjects.Components.Doors
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// Disabled because it makes it suck hard to walk through double doors.
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if (entity.HasComponent<ISharedBodyManagerComponent>())
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if (entity.HasComponent<IBody>())
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{
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if (!entity.TryGetComponent<IMoverComponent>(out var mover)) return;
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@@ -315,7 +315,7 @@ namespace Content.Server.GameObjects.Components.Doors
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damage.ChangeDamage(DamageType.Blunt, DoorCrushDamage, false, Owner);
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stun.Paralyze(DoorStunTime);
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// If we hit someone, open up after stun (opens right when stun ends)
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Timer.Spawn(TimeSpan.FromSeconds(DoorStunTime) - OpenTimeOne - OpenTimeTwo, Open);
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break;
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@@ -479,7 +479,7 @@ namespace Content.Server.GameObjects.Components.Doors
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if (_beingWelded)
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return false;
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_beingWelded = true;
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if (!await tool.UseTool(eventArgs.User, Owner, 3f, ToolQuality.Welding, 3f, () => _canWeldShut))
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@@ -487,7 +487,7 @@ namespace Content.Server.GameObjects.Components.Doors
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_beingWelded = false;
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return false;
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}
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_beingWelded = false;
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IsWeldedShut ^= true;
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return true;
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