Add UsedImplicitly to visualizers and entity systems (#2592)

This commit is contained in:
DrSmugleaf
2020-12-08 11:56:10 +01:00
committed by GitHub
parent d75c22d5e1
commit 2dc05b2275
48 changed files with 102 additions and 45 deletions

View File

@@ -26,12 +26,6 @@ namespace Content.Server.GameObjects.Components.Stack
{
private bool _throwIndividually = false;
public override int Count
{
get => base.Count;
set => base.Count = value;
}
[ViewVariables(VVAccess.ReadWrite)]
public bool ThrowIndividually
{

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@@ -26,11 +26,6 @@ namespace Content.Server.GameObjects.Components.Trigger.TimerTrigger
serializer.DataField(ref _delay, "delay", 0f);
}
public override void Initialize()
{
base.Initialize();
}
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
var triggerSystem = _entitySystemManager.GetEntitySystem<TriggerSystem>();

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@@ -9,11 +9,6 @@ namespace Content.Server.GameObjects.EntitySystems
{
private float _accumulatedFrameTime;
public override void Initialize()
{
base.Initialize();
}
public override void Update(float frameTime)
{
base.Update(frameTime);

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@@ -1,5 +1,6 @@
using Content.Shared.GameObjects.EntitySystemMessages;
using Content.Shared.GameObjects.EntitySystems;
using JetBrains.Annotations;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
@@ -9,6 +10,7 @@ using Robust.Shared.Utility;
namespace Content.Server.GameObjects.EntitySystems.Click
{
[UsedImplicitly]
public class ExamineSystem : ExamineSystemShared
{
private static readonly FormattedMessage _entityNotFoundMessage;

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@@ -1,9 +1,11 @@
using Content.Server.Interfaces;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.IoC;
namespace Content.Server.GameObjects.EntitySystems.DeviceNetwork
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
internal sealed class DeviceNetworkSystem : EntitySystem
{
[Dependency] private readonly IDeviceNetwork _network = default!;

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@@ -1,9 +1,10 @@

using Content.Server.GameObjects.Components.Interactable;
using Content.Server.GameObjects.Components.Interactable;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
public class ExpendableLightSystem : EntitySystem
{
public override void Update(float frameTime)

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@@ -1,8 +1,10 @@
using Content.Server.GameObjects.Components.Atmos;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
public class GasAnalyzerSystem : EntitySystem
{
public override void Update(float frameTime)

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@@ -1,9 +1,11 @@
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.IoC;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
public class NodeGroupSystem : EntitySystem
{
[Dependency] private readonly INodeGroupManager _groupManager = default!;

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@@ -1,9 +1,11 @@
using Content.Server.GameObjects.Components.Power.PowerNetComponents;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.IoC;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
public class PowerNetSystem : EntitySystem
{
[Dependency] private readonly IPowerNetManager _powerNetManager = default!;

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@@ -1,12 +1,15 @@
using Content.Server.GameObjects.Components.Singularity;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
public class SingularitySystem : EntitySystem
{
private float curTimeSingulo;
private float curTimePull;
public override void Update(float frameTime)
{
base.Update(frameTime);

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@@ -1,11 +1,12 @@
using Content.Server.GameObjects.Components.Chemistry;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
public class VaporSystem : EntitySystem
{
/// <inheritdoc />
public override void Update(float frameTime)
{
foreach (var vaporComp in ComponentManager.EntityQuery<VaporComponent>())