* Buckling an entity requires a do-after * Works but feels like bad code? * Cleanup --------- Co-authored-by: plykiya <plykiya@protonmail.com>
55 lines
2.2 KiB
C#
55 lines
2.2 KiB
C#
using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Alert;
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using Content.Shared.DoAfter;
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using Content.Shared.Interaction;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Rotation;
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using Content.Shared.Standing;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Network;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Shared.Buckle;
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public abstract partial class SharedBuckleSystem : EntitySystem
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{
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[Dependency] private readonly INetManager _netManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly ISharedPlayerManager _playerManager = default!;
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[Dependency] protected readonly ActionBlockerSystem ActionBlocker = default!;
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[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly SharedJointSystem _joints = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly StandingStateSystem _standing = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedRotationVisualsSystem _rotationVisuals = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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UpdatesAfter.Add(typeof(SharedInteractionSystem));
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UpdatesAfter.Add(typeof(SharedInputSystem));
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InitializeBuckle();
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InitializeStrap();
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InitializeInteraction();
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}
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}
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