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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@@ -1,18 +1,19 @@
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using Content.Server.Body.Systems;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Construction;
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using Content.Server.Destructible.Thresholds;
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using Content.Server.Destructible.Thresholds.Behaviors;
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using Content.Server.Destructible.Thresholds.Triggers;
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using Content.Server.Explosion.EntitySystems;
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using Content.Server.Fluids.EntitySystems;
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using Content.Server.Stack;
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using Content.Shared.Damage;
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using Content.Shared.Destructible;
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using Content.Shared.FixedPoint;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Content.Shared.Destructible;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Fluids.EntitySystems;
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namespace Content.Server.Destructible
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{
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@@ -23,6 +24,7 @@ namespace Content.Server.Destructible
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public new IEntityManager EntityManager => base.EntityManager;
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[Dependency] public readonly AudioSystem AudioSystem = default!;
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[Dependency] public readonly BodySystem BodySystem = default!;
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[Dependency] public readonly ConstructionSystem ConstructionSystem = default!;
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[Dependency] public readonly ExplosionSystem ExplosionSystem = default!;
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[Dependency] public readonly StackSystem StackSystem = default!;
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