Change components to use timer component (#2426)

* Change components to use timer component

* Fix old usages of tokens
This commit is contained in:
DrSmugleaf
2020-10-30 05:02:49 +01:00
committed by GitHub
parent c86c378198
commit 37e97ca89f
24 changed files with 59 additions and 35 deletions

View File

@@ -9,6 +9,7 @@ using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects.Components.UserInterface;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.Timers;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
@@ -135,7 +136,7 @@ namespace Content.Server.GameObjects.Components.Mobs
else
{
var spawnPosition = Owner.Transform.Coordinates;
Timer.Spawn(0, () =>
Owner.SpawnTimer(0, () =>
{
// Async this so that we don't throw if the grid we're on is being deleted.
var mapMan = IoCManager.Resolve<IMapManager>();

View File

@@ -5,6 +5,7 @@ using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.Interfaces.GameObjects.Components;
using NFluidsynth;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.Timers;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
@@ -101,7 +102,7 @@ namespace Content.Server.GameObjects.Components.Mobs
if (progress >= length)
{
Timer.Spawn(250, () => status.RemoveStatusEffect(StatusEffect.Stun), StatusRemoveCancellation.Token);
Owner.SpawnTimer(250, () => status.RemoveStatusEffect(StatusEffect.Stun), StatusRemoveCancellation.Token);
LastStun = null;
}
}