ECS and cleanup body system, merge body templates and presets into body prototypes (#11991)
Co-authored-by: Jezithyr <Jezithyr@gmail.com>
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@@ -1,19 +1,19 @@
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using Content.Shared.Damage;
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using Content.Server.Actions;
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using Content.Server.Bed.Components;
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using Content.Server.Buckle.Components;
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using Content.Server.Body.Systems;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Body.Components;
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using Content.Shared.Bed;
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using Content.Shared.Bed.Sleep;
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using Content.Server.Bed.Sleep;
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using Content.Server.Body.Systems;
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using Content.Server.Buckle.Components;
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using Content.Server.MobState;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.Emag.Systems;
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using Content.Server.Actions;
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using Content.Server.Construction;
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using Content.Server.MobState;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Bed;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Body.Components;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Damage;
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using Content.Shared.Emag.Systems;
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using Content.Server.Construction;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Bed
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@@ -26,6 +26,7 @@ namespace Content.Server.Bed
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[Dependency] private readonly SleepingSystem _sleepingSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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@@ -94,7 +95,7 @@ namespace Content.Server.Bed
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{
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// In testing this also received an unbuckle event when the bed is destroyed
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// So don't worry about that
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if (!HasComp<SharedBodyComponent>(args.BuckledEntity))
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if (!HasComp<BodyComponent>(args.BuckledEntity))
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return;
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if (!this.IsPowered(uid, EntityManager))
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@@ -143,4 +144,3 @@ namespace Content.Server.Bed
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}
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}
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}
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