ECS and cleanup body system, merge body templates and presets into body prototypes (#11991)

Co-authored-by: Jezithyr <Jezithyr@gmail.com>
This commit is contained in:
DrSmugleaf
2022-10-23 00:46:28 +02:00
committed by GitHub
parent 9a38736c3c
commit f323fb7644
140 changed files with 2478 additions and 2571 deletions

View File

@@ -1,4 +1,5 @@
using Content.Server.DoAfter;
using Content.Server.Body.Systems;
using Content.Server.DoAfter;
using Content.Server.Kitchen.Components;
using Content.Server.MobState;
using Content.Shared.Body.Components;
@@ -16,6 +17,7 @@ namespace Content.Server.Kitchen.EntitySystems;
public sealed class SharpSystem : EntitySystem
{
[Dependency] private readonly BodySystem _bodySystem = default!;
[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly ContainerSystem _containerSystem = default!;
@@ -95,7 +97,7 @@ public sealed class SharpSystem : EntitySystem
popupEnt = Spawn(proto, coords.Offset(_robustRandom.NextVector2(0.25f)));
}
var hasBody = TryComp<SharedBodyComponent>(ev.Entity, out var body);
var hasBody = TryComp<BodyComponent>(ev.Entity, out var body);
// only show a big popup when butchering living things.
var popupType = PopupType.Small;
@@ -107,7 +109,7 @@ public sealed class SharpSystem : EntitySystem
if (hasBody)
{
body!.Gib();
_bodySystem.GibBody(body!.Owner, body: body);
}
else
{