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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@@ -9,6 +9,7 @@ using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Players;
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using Content.Server.Utility;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Medical;
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using Content.Shared.GameObjects.EntitySystems;
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@@ -128,7 +129,7 @@ namespace Content.Server.GameObjects.Components.Medical
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var body = _bodyContainer.ContainedEntity;
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return body == null
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? MedicalScannerStatus.Open
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: GetStatusFromDamageState(body.GetComponent<IDamageableComponent>().CurrentDamageState);
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: GetStatusFromDamageState(body.GetComponent<IDamageableComponent>().CurrentState);
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}
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return MedicalScannerStatus.Off;
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@@ -249,7 +250,7 @@ namespace Content.Server.GameObjects.Components.Medical
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public bool CanDragDropOn(DragDropEventArgs eventArgs)
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{
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return eventArgs.Dropped.HasComponent<BodyManagerComponent>();
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return eventArgs.Dropped.HasComponent<IBody>();
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}
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public bool DragDropOn(DragDropEventArgs eventArgs)
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