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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28
Content.Server/GameObjects/EntitySystems/LungSystem.cs
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28
Content.Server/GameObjects/EntitySystems/LungSystem.cs
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using Content.Shared.GameObjects.Components.Body.Behavior;
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using Content.Shared.GameObjects.EntitySystems;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class LungSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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UpdatesBefore.Add(typeof(SharedMetabolismSystem));
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var lung in ComponentManager.EntityQuery<SharedLungBehaviorComponent>())
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{
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lung.Update(frameTime);
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}
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}
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}
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}
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