* * Fixed rounding errors when the PA control box was checking for parts, sometimes leading to the obscure "port/starboard emitters are not detected". * Auto-rotated the PA control box toward the fuel box when checking for parts * Swapped the wired/completed state sprites for the PA control box as it appears they were inverted * Update Content.Server/ParticleAccelerator/EntitySystems/ParticleAcceleratorSystem.Parts.cs --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
34 lines
1.4 KiB
C#
34 lines
1.4 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Chat.Managers;
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using Content.Server.Projectiles;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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using Robust.Server.GameObjects;
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using Robust.Shared.Configuration;
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namespace Content.Server.ParticleAccelerator.EntitySystems;
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public sealed partial class ParticleAcceleratorSystem : EntitySystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IChatManager _chat = default!;
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[Dependency] private readonly ProjectileSystem _projectileSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly SharedPhysicsSystem _physicsSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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[Dependency] private readonly MapSystem _mapSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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InitializeControlBoxSystem();
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InitializePartSystem();
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InitializePowerBoxSystem();
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}
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}
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