Pulling rework v2 (#24936)
* Pulling rework Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame. * More pulling cleanup * stats * More cleanup * First draft * More pulling * weh * Fix puller * Pulling working * Fix merge * Dunked * Self-merge time * Fix hotkey * Fix container changes * oop * Fix multi-pulling * Move alerts cleanup. * pulling fixes
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@@ -1,6 +1,6 @@
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using Content.Shared.Lock;
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using Content.Shared.Pulling;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Pulling.Systems;
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using Content.Shared.Security.Components;
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using Robust.Shared.Physics.Systems;
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@@ -11,7 +11,7 @@ public sealed class DeployableBarrierSystem : EntitySystem
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[Dependency] private readonly FixtureSystem _fixtures = default!;
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[Dependency] private readonly SharedPointLightSystem _pointLight = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedPullingSystem _pulling = default!;
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[Dependency] private readonly PullingSystem _pulling = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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public override void Initialize()
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@@ -54,8 +54,8 @@ public sealed class DeployableBarrierSystem : EntitySystem
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_physics.SetHard(uid, fixture, false);
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}
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if (TryComp(uid, out SharedPullableComponent? pullable))
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_pulling.TryStopPull(pullable);
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if (TryComp(uid, out PullableComponent? pullable))
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_pulling.TryStopPull(uid, pullable);
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SharedPointLightComponent? pointLight = null;
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if (_pointLight.ResolveLight(uid, ref pointLight))
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