Fix actions not being usable, ordering, and containers (#19964)
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@@ -2,6 +2,7 @@ using Content.Shared.Actions;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Eye.Blinding.Systems;
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using Content.Shared.Speech;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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@@ -10,6 +11,7 @@ namespace Content.Server.Bed.Sleep
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public abstract class SharedSleepingSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly BlindableSystem _blindableSystem = default!;
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@@ -19,7 +21,6 @@ namespace Content.Server.Bed.Sleep
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{
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base.Initialize();
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SubscribeLocalEvent<SleepingComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<SleepingComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<SleepingComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<SleepingComponent, SpeakAttemptEvent>(OnSpeakAttempt);
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SubscribeLocalEvent<SleepingComponent, CanSeeAttemptEvent>(OnSeeAttempt);
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@@ -37,10 +38,10 @@ namespace Content.Server.Bed.Sleep
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var ev = new SleepStateChangedEvent(true);
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RaiseLocalEvent(uid, ev);
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_blindableSystem.UpdateIsBlind(uid);
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}
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private void OnMapInit(EntityUid uid, SleepingComponent component, MapInitEvent args)
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{
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if (_net.IsClient)
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return;
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component.WakeAction = Spawn(WakeActionId);
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_actionsSystem.SetCooldown(component.WakeAction, _gameTiming.CurTime, _gameTiming.CurTime + TimeSpan.FromSeconds(15));
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_actionsSystem.AddAction(uid, component.WakeAction.Value, null);
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