Use new ComponentPauseGenerator (#25183)
Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
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@@ -7,7 +7,7 @@ namespace Content.Shared.Atmos.Rotting;
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/// This makes mobs eventually start rotting when they die.
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/// It may be expanded to food at some point, but it's just for mobs right now.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
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[Access(typeof(SharedRottingSystem))]
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public sealed partial class PerishableComponent : Component
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{
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@@ -27,6 +27,7 @@ public sealed partial class PerishableComponent : Component
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/// Gasses are released, this is when the next gas release update will be.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoPausedField]
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public TimeSpan RotNextUpdate = TimeSpan.Zero;
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/// <summary>
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@@ -8,7 +8,7 @@ namespace Content.Shared.Atmos.Rotting;
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/// Tracking component for stuff that has started to rot.
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/// Only the current stage is networked to the client.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentPause]
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[Access(typeof(SharedRottingSystem))]
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public sealed partial class RottingComponent : Component
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{
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@@ -22,6 +22,7 @@ public sealed partial class RottingComponent : Component
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/// When the next check will happen for rot progression + effects like damage and ammonia
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoPausedField]
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public TimeSpan NextRotUpdate = TimeSpan.Zero;
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/// <summary>
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