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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@@ -4,6 +4,7 @@ using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Body;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.GameObjects.Components.Storage;
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using Content.Shared.GameObjects.EntitySystems;
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@@ -171,7 +172,7 @@ namespace Content.Server.GameObjects.Components.Items.Storage
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// only items that can be stored in an inventory, or a mob, can be eaten by a locker
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if (!entity.HasComponent<StorableComponent>() &&
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!entity.HasComponent<BodyManagerComponent>())
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!entity.HasComponent<IBody>())
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continue;
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if (!AddToContents(entity))
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