Remove IRelayMoveInput (#4663)

* Remove IRelayMoveInput

This interface gets called every time a movement key is pressed so it gets called a lot.

* Remove RelayMovementEntityMessage

Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2021-09-20 19:06:48 +10:00
committed by GitHub
parent fcc1217e5d
commit 578ed16b8f
16 changed files with 179 additions and 174 deletions

View File

@@ -1,8 +1,4 @@
using System;
using Content.Shared.ActionBlocker;
using Content.Shared.Alert;
using Content.Shared.Movement;
using Content.Shared.Movement.Components;
using Content.Shared.Physics.Pull;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
@@ -17,7 +13,7 @@ using Robust.Shared.Serialization;
namespace Content.Shared.Pulling.Components
{
[NetworkedComponent()]
public abstract class SharedPullableComponent : Component, IRelayMoveInput
public abstract class SharedPullableComponent : Component
{
public override string Name => "Pullable";
@@ -348,14 +344,6 @@ namespace Content.Shared.Pulling.Components
base.OnRemove();
}
// TODO: Need a component bus relay so all entities can use this and not just players
void IRelayMoveInput.MoveInputPressed(ICommonSession session)
{
var entity = session.AttachedEntity;
if (entity == null || !EntitySystem.Get<ActionBlockerSystem>().CanMove(entity)) return;
TryStopPull();
}
}
[Serializable, NetSerializable]