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.
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@@ -4,16 +4,14 @@ using Robust.Shared.GameObjects;
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namespace Content.Client.GameObjects.Components.Projectiles
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedProjectileComponent))]
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public class ProjectileComponent : SharedProjectileComponent
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{
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protected override EntityUid Shooter => _shooter;
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private EntityUid _shooter;
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (curState is ProjectileComponentState compState)
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{
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_shooter = compState.Shooter;
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Shooter = compState.Shooter;
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IgnoreShooter = compState.IgnoreShooter;
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}
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}
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9
Content.Client/GameObjects/EntitySystems/BuckleSystem.cs
Normal file
9
Content.Client/GameObjects/EntitySystems/BuckleSystem.cs
Normal file
@@ -0,0 +1,9 @@
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using Content.Shared.GameObjects.EntitySystems;
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namespace Content.Client.GameObjects.EntitySystems
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{
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internal sealed class BuckleSystem : SharedBuckleSystem
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{
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}
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}
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@@ -2,6 +2,7 @@ using System;
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using System.Collections.Generic;
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using Content.Client.GameObjects.Components.Doors;
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using Content.Shared.GameObjects.Components.Doors;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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namespace Content.Client.GameObjects.EntitySystems
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@@ -9,7 +10,7 @@ namespace Content.Client.GameObjects.EntitySystems
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/// <summary>
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/// Used by the client to "predict" when doors will change how collideable they are as part of their opening / closing.
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/// </summary>
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public class ClientDoorSystem : EntitySystem
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internal sealed class DoorSystem : SharedDoorSystem
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{
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/// <summary>
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/// List of doors that need to be periodically checked.
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