Use automatic component registration.
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@@ -1,14 +1,15 @@
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using Robust.Shared.GameObjects;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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using Content.Shared.GameObjects;
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using Robust.Shared.Interfaces.Map;
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namespace Content.Server.GameObjects.Components.Weapon.Melee
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{
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[RegisterComponent]
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public class MeleeWeaponComponent : Component, IAttack
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{
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#pragma warning disable 649
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@@ -1,11 +1,13 @@
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using System;
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using Content.Shared.GameObjects.Components.Power;
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using Content.Server.GameObjects.Components.Power;
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using Robust.Shared.Serialization;
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using Content.Shared.GameObjects.Components.Power;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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{
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[RegisterComponent]
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public class HitscanWeaponCapacitorComponent : PowerCellComponent
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{
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private AppearanceComponent _appearance;
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@@ -1,6 +1,13 @@
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using Content.Shared.GameObjects;
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using System;
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using Content.Server.GameObjects.Components.Power;
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using Content.Server.GameObjects.Components.Sound;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects;
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using Content.Shared.Interfaces;
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using Content.Shared.Physics;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.EntitySystemMessages;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Physics;
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@@ -10,16 +17,10 @@ using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using System;
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using Content.Server.GameObjects.Components.Sound;
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using Robust.Shared.GameObjects;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameObjects.Components.Power;
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using Content.Shared.Interfaces;
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using Content.Shared.Physics;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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{
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[RegisterComponent]
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public class HitscanWeaponComponent : Component, IAttackBy
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{
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private const float MaxLength = 20;
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@@ -3,6 +3,7 @@ using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
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{
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[RegisterComponent]
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public class BallisticBulletComponent : Component
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{
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public override string Name => "BallisticBullet";
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@@ -11,6 +11,7 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
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{
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[RegisterComponent]
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public class BallisticMagazineComponent : Component, IMapInit
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{
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public override string Name => "BallisticMagazine";
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@@ -8,6 +8,7 @@ using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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@@ -16,6 +17,7 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
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{
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[RegisterComponent]
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public class BallisticMagazineWeaponComponent : BallisticWeaponComponent, IUse, IAttackBy, IMapInit
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{
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public override string Name => "BallisticMagazineWeapon";
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@@ -1,18 +1,17 @@
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using System;
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using Robust.Shared.GameObjects;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Timers;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged
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{
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[RegisterComponent]
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public sealed class RangedWeaponComponent : SharedRangedWeaponComponent
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{
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private TimeSpan _lastFireTime;
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