Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
42 lines
1.5 KiB
C#
42 lines
1.5 KiB
C#
using Content.Server.Interaction;
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using Content.Server.Popups;
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using Content.Server.Pulling;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Alert;
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using Content.Shared.Buckle;
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using Content.Shared.Mobs.Systems;
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using JetBrains.Annotations;
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using Robust.Server.Containers;
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using Robust.Server.GameObjects;
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using Robust.Shared.Timing;
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namespace Content.Server.Buckle.Systems;
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[UsedImplicitly]
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public sealed partial class BuckleSystem : SharedBuckleSystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly ContainerSystem _containers = default!;
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[Dependency] private readonly InteractionSystem _interactions = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly PopupSystem _popups = default!;
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[Dependency] private readonly PullingSystem _pulling = default!;
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[Dependency] private readonly Shared.Standing.StandingStateSystem _standing = default!;
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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(InteractionSystem));
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UpdatesAfter.Add(typeof(InputSystem));
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InitializeBuckle();
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InitializeStrap();
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}
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}
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