* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
22 lines
548 B
C#
22 lines
548 B
C#
#nullable enable
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using Content.Shared.GameObjects.Components.Body.Mechanism;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class MechanismSystem : EntitySystem
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{
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var mechanism in ComponentManager.EntityQuery<IMechanism>(true))
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{
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mechanism.Update(frameTime);
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}
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}
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}
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}
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