Update trivial components to use auto comp states (#20539)
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@@ -1,13 +1,11 @@
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using System.Linq;
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using Content.Shared.Ghost;
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using Content.Shared.Pinpointer;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Pulling;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Teleportation.Components;
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using Content.Shared.Verbs;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Physics.Dynamics;
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@@ -42,9 +40,6 @@ public abstract class SharedPortalSystem : EntitySystem
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SubscribeLocalEvent<PortalComponent, StartCollideEvent>(OnCollide);
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SubscribeLocalEvent<PortalComponent, EndCollideEvent>(OnEndCollide);
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SubscribeLocalEvent<PortalComponent, GetVerbsEvent<AlternativeVerb>>(OnGetVerbs);
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SubscribeLocalEvent<PortalTimeoutComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<PortalTimeoutComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnGetVerbs(EntityUid uid, PortalComponent component, GetVerbsEvent<AlternativeVerb> args)
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@@ -77,17 +72,6 @@ public abstract class SharedPortalSystem : EntitySystem
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});
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}
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private void OnGetState(EntityUid uid, PortalTimeoutComponent component, ref ComponentGetState args)
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{
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args.State = new PortalTimeoutComponentState(GetNetEntity(component.EnteredPortal));
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}
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private void OnHandleState(EntityUid uid, PortalTimeoutComponent component, ref ComponentHandleState args)
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{
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if (args.Current is PortalTimeoutComponentState state)
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component.EnteredPortal = EnsureEntity<PortalTimeoutComponent>(state.EnteredPortal, uid);
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}
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private bool ShouldCollide(string ourId, string otherId, Fixture our, Fixture other)
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{
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// most non-hard fixtures shouldn't pass through portals, but projectiles are non-hard as well
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