47 lines
1.2 KiB
C#
47 lines
1.2 KiB
C#
using Content.Shared.Spawners.Components;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.Timing;
|
|
|
|
namespace Content.Shared.Spawners.EntitySystems;
|
|
|
|
public abstract class SharedTimedDespawnSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly IGameTiming _timing = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
UpdatesOutsidePrediction = true;
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
// AAAAAAAAAAAAAAAAAAAAAAAAAAA
|
|
// Client both needs to predict this, but also can't properly handle prediction resetting.
|
|
if (!_timing.IsFirstTimePredicted)
|
|
return;
|
|
|
|
var query = EntityQueryEnumerator<TimedDespawnComponent>();
|
|
|
|
while (query.MoveNext(out var uid, out var comp))
|
|
{
|
|
comp.Lifetime -= frameTime;
|
|
|
|
if (!CanDelete(uid))
|
|
continue;
|
|
|
|
if (comp.Lifetime <= 0)
|
|
{
|
|
var ev = new TimedDespawnEvent();
|
|
RaiseLocalEvent(uid, ref ev);
|
|
QueueDel(uid);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected abstract bool CanDelete(EntityUid uid);
|
|
}
|