Get rid of the OverlayEffectsComponent stuff (#3010)

* Get rid of the OverlayEffectsComponent stuff because it just ended up creating workarounds for it's bugs, without removing any functionality

* Flashes and Flashbangs use the same code now (the Flashable path because it's better)
This commit is contained in:
20kdc
2021-01-24 08:17:45 +00:00
committed by GitHub
parent 329d599107
commit e53ae365a3
21 changed files with 65 additions and 659 deletions

View File

@@ -20,11 +20,6 @@ namespace Content.Server.GameObjects.Components.Mobs.State
appearance.SetData(DamageStateVisuals.State, DamageState.Critical);
}
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
{
overlay.AddOverlay(SharedOverlayID.GradientCircleMaskOverlay);
}
if (entity.TryGetComponent(out StunnableComponent stun))
{
stun.CancelAll();
@@ -36,11 +31,6 @@ namespace Content.Server.GameObjects.Components.Mobs.State
public override void ExitState(IEntity entity)
{
base.ExitState(entity);
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
{
overlay.ClearOverlays();
}
}
}
}

View File

@@ -26,11 +26,6 @@ namespace Content.Server.GameObjects.Components.Mobs.State
status.ShowAlert(AlertType.HumanDead);
}
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlayComponent))
{
overlayComponent.AddOverlay(SharedOverlayID.CircleMaskOverlay);
}
if (entity.TryGetComponent(out StunnableComponent stun))
{
stun.CancelAll();
@@ -52,11 +47,6 @@ namespace Content.Server.GameObjects.Components.Mobs.State
{
physics.CanCollide = true;
}
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
{
overlay.ClearOverlays();
}
}
}
}

View File

@@ -8,15 +8,5 @@ namespace Content.Server.GameObjects.Components.Mobs.State
[ComponentReference(typeof(IMobStateComponent))]
public class MobStateComponent : SharedMobStateComponent
{
public override void OnRemove()
{
// TODO: Might want to add an OnRemove() to IMobState since those are where these components are being used
if (Owner.TryGetComponent(out ServerOverlayEffectsComponent overlay))
{
overlay.ClearOverlays();
}
base.OnRemove();
}
}
}