Event refactor (#9589)
* Station event refactor * Remove clientside `IStationEventManager` we can just use prototypes * Basic API idea * Cruft * first attempt at epicness * okay yeah this shit is really clean * sort out minor stuff * Convert `BreakerFlip` * `BureaucraticError` + general cleanup * `DiseaseOutbreak` * `FalseAlarm` * `GasLeak` * `KudzuGrowth` * `MeteorSwarm` * `MouseMigration` * misc errors * `PowerGridCheck` * `RandomSentience` * `VentClog` * `VentCritters` * `ZombieOutbreak` * Rewrite basic event scheduler * Minor fixes and logging * ooooops * errors + fix * linter * completions, `RuleStarted` property, update loop fixes * Tweaks * Fix #9462 * Basic scheduler update fix, and fixes #8174 * Add test * UI cleanup * really this was just for testing
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@@ -17,11 +17,10 @@ using Content.Client.MobState.Overlays;
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using Content.Client.Parallax;
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using Content.Client.Parallax.Managers;
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using Content.Client.Preferences;
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using Content.Client.Radiation;
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using Content.Client.Sandbox;
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using Content.Client.Screenshot;
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using Content.Client.Singularity;
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using Content.Client.StationEvents;
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using Content.Client.StationEvents.Managers;
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using Content.Client.Stylesheets;
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using Content.Client.Viewport;
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using Content.Client.Voting;
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@@ -192,7 +191,6 @@ namespace Content.Client.Entry
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IoCManager.Resolve<IChatManager>().Initialize();
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IoCManager.Resolve<IClientPreferencesManager>().Initialize();
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IoCManager.Resolve<IStationEventManager>().Initialize();
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IoCManager.Resolve<EuiManager>().Initialize();
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IoCManager.Resolve<IVoteManager>().Initialize();
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IoCManager.Resolve<IGamePrototypeLoadManager>().Initialize();
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