Refactor stations to properly use entity prototypes. (stationsv3) (#16570)
* Update StationSpawningSystem.cs Web-edit to allow feeding in an existing entity. * Update StationSpawningSystem.cs value type moment * Update StationSpawningSystem.cs * Oh goddamnit this is a refactor now. * awawawa * aaaaaaaaaaa * ee * forgot records. * no records? no records. * What's in a name? * Sloth forcing me to do the refactor properly smh. * e * optional evac in test. * tests pls work * awa --------- Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
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@@ -44,17 +44,14 @@ public sealed class StationRecordsSystem : EntitySystem
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{
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base.Initialize();
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SubscribeLocalEvent<StationInitializedEvent>(OnStationInitialize);
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SubscribeLocalEvent<PlayerSpawnCompleteEvent>(OnPlayerSpawn);
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}
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private void OnStationInitialize(StationInitializedEvent args)
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{
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AddComp<StationRecordsComponent>(args.Station);
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}
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private void OnPlayerSpawn(PlayerSpawnCompleteEvent args)
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{
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if (!HasComp<StationRecordsComponent>(args.Station))
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return;
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CreateGeneralRecord(args.Station, args.Mob, args.Profile, args.JobId);
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}
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