Files
tbd-station-14/Content.Server/Buckle/Systems/BuckleSystem.cs
Jezithyr eeb5b17b34 Mobstate Refactor (#13389)
Refactors mobstate and moves mob health thresholds to their own component

Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
2023-01-13 16:57:10 -08:00

42 lines
1.5 KiB
C#

using Content.Server.Interaction;
using Content.Server.Popups;
using Content.Server.Pulling;
using Content.Shared.ActionBlocker;
using Content.Shared.Alert;
using Content.Shared.Buckle;
using Content.Shared.Mobs.Systems;
using JetBrains.Annotations;
using Robust.Server.Containers;
using Robust.Server.GameObjects;
using Robust.Shared.Timing;
namespace Content.Server.Buckle.Systems;
[UsedImplicitly]
public sealed partial class BuckleSystem : SharedBuckleSystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly AppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly ContainerSystem _containers = default!;
[Dependency] private readonly InteractionSystem _interactions = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly PopupSystem _popups = default!;
[Dependency] private readonly PullingSystem _pulling = default!;
[Dependency] private readonly Shared.Standing.StandingStateSystem _standing = default!;
public override void Initialize()
{
base.Initialize();
UpdatesAfter.Add(typeof(InteractionSystem));
UpdatesAfter.Add(typeof(InputSystem));
InitializeBuckle();
InitializeStrap();
}
}