Use new ComponentPauseGenerator (#25183)

Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
This commit is contained in:
Pieter-Jan Briers
2024-02-26 04:36:19 +01:00
committed by GitHub
parent 2a2324ecaf
commit e00f74505c
130 changed files with 150 additions and 539 deletions

View File

@@ -40,7 +40,6 @@ public sealed class SuitSensorSystem : EntitySystem
base.Initialize();
SubscribeLocalEvent<PlayerSpawnCompleteEvent>(OnPlayerSpawn);
SubscribeLocalEvent<SuitSensorComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<SuitSensorComponent, EntityUnpausedEvent>(OnUnpaused);
SubscribeLocalEvent<SuitSensorComponent, GotEquippedEvent>(OnEquipped);
SubscribeLocalEvent<SuitSensorComponent, GotUnequippedEvent>(OnUnequipped);
SubscribeLocalEvent<SuitSensorComponent, ExaminedEvent>(OnExamine);
@@ -51,11 +50,6 @@ public sealed class SuitSensorSystem : EntitySystem
SubscribeLocalEvent<SuitSensorComponent, EmpDisabledRemoved>(OnEmpFinished);
}
private void OnUnpaused(EntityUid uid, SuitSensorComponent component, ref EntityUnpausedEvent args)
{
component.NextUpdate += args.PausedTime;
}
public override void Update(float frameTime)
{
base.Update(frameTime);