Update trivial components to use auto comp states (#20539)

This commit is contained in:
DrSmugleaf
2023-09-28 16:20:29 -07:00
committed by GitHub
parent 14cfe44ece
commit a44fa86b68
158 changed files with 806 additions and 2866 deletions

View File

@@ -110,7 +110,7 @@ public sealed class EnergySwordSystem : EntitySystem
{
weaponComp.HitSound = comp.OnHitOff;
if (comp.Secret)
weaponComp.HideFromExamine = true;
weaponComp.Hidden = true;
}
if (comp.IsSharp)
@@ -135,7 +135,7 @@ public sealed class EnergySwordSystem : EntitySystem
{
weaponComp.HitSound = comp.OnHitOn;
if (comp.Secret)
weaponComp.HideFromExamine = false;
weaponComp.Hidden = false;
}
if (TryComp<DisarmMalusComponent>(uid, out var malus))

View File

@@ -8,11 +8,13 @@ using Content.Server.Chemistry.EntitySystems;
using Content.Server.CombatMode.Disarm;
using Content.Server.Contests;
using Content.Server.Movement.Systems;
using Content.Shared.Administration.Components;
using Content.Shared.Actions.Events;
using Content.Shared.Administration.Components;
using Content.Shared.CombatMode;
using Content.Shared.Damage.Events;
using Content.Shared.Damage.Systems;
using Content.Shared.Database;
using Content.Shared.Effects;
using Content.Shared.FixedPoint;
using Content.Shared.Hands.Components;
using Content.Shared.IdentityManagement;
@@ -29,8 +31,6 @@ using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Players;
using Robust.Shared.Random;
using Content.Shared.Effects;
using Content.Shared.Damage.Systems;
namespace Content.Server.Weapons.Melee;
@@ -57,7 +57,7 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
private void OnMeleeExamineDamage(EntityUid uid, MeleeWeaponComponent component, ref DamageExamineEvent args)
{
if (component.HideFromExamine)
if (component.Hidden)
return;
var damageSpec = GetDamage(uid, args.User, component);

View File

@@ -22,7 +22,7 @@ public sealed partial class GunSystem
else if (component.UnspawnedCount > 0)
{
component.UnspawnedCount--;
ent = Spawn(component.FillProto, coordinates);
ent = Spawn(component.Proto, coordinates);
EnsureShootable(ent.Value);
}

View File

@@ -54,12 +54,12 @@ public sealed partial class GunSystem : SharedGunSystem
private void OnBallisticPrice(EntityUid uid, BallisticAmmoProviderComponent component, ref PriceCalculationEvent args)
{
if (string.IsNullOrEmpty(component.FillProto) || component.UnspawnedCount == 0)
if (string.IsNullOrEmpty(component.Proto) || component.UnspawnedCount == 0)
return;
if (!ProtoManager.TryIndex<EntityPrototype>(component.FillProto, out var proto))
if (!ProtoManager.TryIndex<EntityPrototype>(component.Proto, out var proto))
{
Log.Error($"Unable to find fill prototype for price on {component.FillProto} on {ToPrettyString(uid)}");
Log.Error($"Unable to find fill prototype for price on {component.Proto} on {ToPrettyString(uid)}");
return;
}