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

@@ -1,13 +1,11 @@
using System.Linq;
using Content.Shared.Ghost;
using Content.Shared.Pinpointer;
using Content.Shared.Popups;
using Content.Shared.Projectiles;
using Content.Shared.Pulling;
using Content.Shared.Pulling.Components;
using Content.Shared.Teleportation.Components;
using Content.Shared.Verbs;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Physics.Dynamics;
@@ -42,9 +40,6 @@ public abstract class SharedPortalSystem : EntitySystem
SubscribeLocalEvent<PortalComponent, StartCollideEvent>(OnCollide);
SubscribeLocalEvent<PortalComponent, EndCollideEvent>(OnEndCollide);
SubscribeLocalEvent<PortalComponent, GetVerbsEvent<AlternativeVerb>>(OnGetVerbs);
SubscribeLocalEvent<PortalTimeoutComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<PortalTimeoutComponent, ComponentHandleState>(OnHandleState);
}
private void OnGetVerbs(EntityUid uid, PortalComponent component, GetVerbsEvent<AlternativeVerb> args)
@@ -77,17 +72,6 @@ public abstract class SharedPortalSystem : EntitySystem
});
}
private void OnGetState(EntityUid uid, PortalTimeoutComponent component, ref ComponentGetState args)
{
args.State = new PortalTimeoutComponentState(GetNetEntity(component.EnteredPortal));
}
private void OnHandleState(EntityUid uid, PortalTimeoutComponent component, ref ComponentHandleState args)
{
if (args.Current is PortalTimeoutComponentState state)
component.EnteredPortal = EnsureEntity<PortalTimeoutComponent>(state.EnteredPortal, uid);
}
private bool ShouldCollide(string ourId, string otherId, Fixture our, Fixture other)
{
// most non-hard fixtures shouldn't pass through portals, but projectiles are non-hard as well