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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@@ -1,11 +1,11 @@
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using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Popups;
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using Content.Shared.Body.Components;
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using Content.Shared.Examine;
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using Content.Shared.Popups;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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@@ -16,6 +16,8 @@ public sealed class ImmovableRodSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IMapManager _map = default!;
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[Dependency] private readonly BodySystem _bodySystem = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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public override void Update(float frameTime)
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@@ -96,7 +98,7 @@ public sealed class ImmovableRodSystem : EntitySystem
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_popup.PopupEntity(Loc.GetString("immovable-rod-penetrated-mob", ("rod", uid), ("mob", ent)), uid,
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Filter.Pvs(uid), PopupType.LargeCaution);
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body.Gib();
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_bodySystem.GibBody(ent, body: body);
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}
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QueueDel(ent);
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