Use automatic component registration.

This commit is contained in:
Pieter-Jan Briers
2019-07-31 15:02:36 +02:00
parent a90d7a645c
commit ceb8cc8421
94 changed files with 353 additions and 540 deletions

View File

@@ -1,14 +1,15 @@
using Robust.Shared.GameObjects;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.Serialization;
using Content.Shared.GameObjects;
using Robust.Shared.Interfaces.Map;
namespace Content.Server.GameObjects.Components.Weapon.Melee
{
[RegisterComponent]
public class MeleeWeaponComponent : Component, IAttack
{
#pragma warning disable 649

View File

@@ -1,11 +1,13 @@
using System;
using Content.Shared.GameObjects.Components.Power;
using Content.Server.GameObjects.Components.Power;
using Robust.Shared.Serialization;
using Content.Shared.GameObjects.Components.Power;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
{
[RegisterComponent]
public class HitscanWeaponCapacitorComponent : PowerCellComponent
{
private AppearanceComponent _appearance;

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@@ -1,6 +1,13 @@
using Content.Shared.GameObjects;
using System;
using Content.Server.GameObjects.Components.Power;
using Content.Server.GameObjects.Components.Sound;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects;
using Content.Shared.Interfaces;
using Content.Shared.Physics;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.EntitySystemMessages;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Physics;
@@ -10,16 +17,10 @@ using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using System;
using Content.Server.GameObjects.Components.Sound;
using Robust.Shared.GameObjects;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.GameObjects.Components.Power;
using Content.Shared.Interfaces;
using Content.Shared.Physics;
namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
{
[RegisterComponent]
public class HitscanWeaponComponent : Component, IAttackBy
{
private const float MaxLength = 20;

View File

@@ -3,6 +3,7 @@ using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
{
[RegisterComponent]
public class BallisticBulletComponent : Component
{
public override string Name => "BallisticBullet";

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@@ -11,6 +11,7 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
{
[RegisterComponent]
public class BallisticMagazineComponent : Component, IMapInit
{
public override string Name => "BallisticMagazine";

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@@ -8,6 +8,7 @@ using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.Container;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
@@ -16,6 +17,7 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
{
[RegisterComponent]
public class BallisticMagazineWeaponComponent : BallisticWeaponComponent, IUse, IAttackBy, IMapInit
{
public override string Name => "BallisticMagazineWeapon";

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@@ -1,18 +1,17 @@
using System;
using Robust.Shared.GameObjects;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Weapons.Ranged;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Timers;
namespace Content.Server.GameObjects.Components.Weapon.Ranged
{
[RegisterComponent]
public sealed class RangedWeaponComponent : SharedRangedWeaponComponent
{
private TimeSpan _lastFireTime;