Remove kitchen spike component references (#15221)
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@@ -1,19 +0,0 @@
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using Content.Server.Kitchen.EntitySystems;
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using Content.Shared.Kitchen.Components;
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namespace Content.Server.Kitchen.Components
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{
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[RegisterComponent, Access(typeof(KitchenSpikeSystem)), ComponentReference(typeof(SharedKitchenSpikeComponent))]
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public sealed class KitchenSpikeComponent : SharedKitchenSpikeComponent
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{
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public List<string?>? PrototypesToSpawn;
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// TODO: Spiking alive mobs? (Replace with uid) (deal damage to their limbs on spiking, kill on first butcher attempt?)
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public string MeatSource1p = "?";
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public string MeatSource0 = "?";
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public string Victim = "?";
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// Prevents simultaneous spiking of two bodies (could be replaced with CancellationToken, but I don't see any situation where Cancel could be called)
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public bool InUse;
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}
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}
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@@ -1,4 +1,5 @@
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using Content.Server.Administration.Logs;
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using Content.Server.Body.Systems;
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using Content.Server.Kitchen.Components;
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using Content.Server.Popups;
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using Content.Shared.Database;
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@@ -6,18 +7,18 @@ using Content.Shared.DoAfter;
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using Content.Shared.DragDrop;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Nutrition.Components;
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using Robust.Shared.Player;
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using Content.Shared.Storage;
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using Robust.Shared.Random;
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using static Content.Shared.Kitchen.Components.SharedKitchenSpikeComponent;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Kitchen;
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using Content.Shared.Kitchen.Components;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Popups;
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using Content.Shared.Storage;
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using Robust.Server.GameObjects;
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using Content.Server.Body.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using static Content.Shared.Kitchen.Components.KitchenSpikeComponent;
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namespace Content.Server.Kitchen.EntitySystems
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{
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