Remove ICollideSpecial

Handled in an ECS way by PreventCollideEvent.
The disposals one doesn't work anyway and would've required a larger refactor of disposals to fix so out of scope.
This commit is contained in:
metalgearsloth
2021-05-30 23:30:44 +10:00
parent 8a6ab624ab
commit d93ebe9409
17 changed files with 119 additions and 107 deletions

View File

@@ -4,16 +4,14 @@ using Robust.Shared.GameObjects;
namespace Content.Client.GameObjects.Components.Projectiles
{
[RegisterComponent]
[ComponentReference(typeof(SharedProjectileComponent))]
public class ProjectileComponent : SharedProjectileComponent
{
protected override EntityUid Shooter => _shooter;
private EntityUid _shooter;
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (curState is ProjectileComponentState compState)
{
_shooter = compState.Shooter;
Shooter = compState.Shooter;
IgnoreShooter = compState.IgnoreShooter;
}
}

View File

@@ -0,0 +1,9 @@
using Content.Shared.GameObjects.EntitySystems;
namespace Content.Client.GameObjects.EntitySystems
{
internal sealed class BuckleSystem : SharedBuckleSystem
{
}
}

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using Content.Client.GameObjects.Components.Doors;
using Content.Shared.GameObjects.Components.Doors;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
namespace Content.Client.GameObjects.EntitySystems
@@ -9,7 +10,7 @@ namespace Content.Client.GameObjects.EntitySystems
/// <summary>
/// Used by the client to "predict" when doors will change how collideable they are as part of their opening / closing.
/// </summary>
public class ClientDoorSystem : EntitySystem
internal sealed class DoorSystem : SharedDoorSystem
{
/// <summary>
/// List of doors that need to be periodically checked.