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

@@ -1,6 +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;