ECS and cleanup body system, merge body templates and presets into body prototypes (#11991)
Co-authored-by: Jezithyr <Jezithyr@gmail.com>
This commit is contained in:
@@ -1,12 +1,10 @@
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using System.Threading;
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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.Coordinates.Helpers;
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using Content.Server.Decals;
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using Content.Server.DoAfter;
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using Content.Server.Doors.Components;
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using Content.Server.Magic.Events;
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using Content.Server.Popups;
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using Content.Server.Spawners.Components;
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using Content.Server.Weapons.Ranged.Systems;
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using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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@@ -35,6 +33,7 @@ public sealed class MagicSystem : EntitySystem
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly BodySystem _bodySystem = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedDoorSystem _doorSystem = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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@@ -281,7 +280,7 @@ public sealed class MagicSystem : EntitySystem
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if (!TryComp<BodyComponent>(ev.Target, out var body))
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return;
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var ents = body.Gib(true);
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var ents = _bodySystem.GibBody(ev.Target, true, body);
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if (!ev.DeleteNonBrainParts)
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return;
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@@ -289,8 +288,7 @@ public sealed class MagicSystem : EntitySystem
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foreach (var part in ents)
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{
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// just leaves a brain and clothes
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if ((HasComp<BodyPartComponent>(part) || HasComp<MechanismComponent>(part))
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&& !HasComp<BrainComponent>(part))
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if (HasComp<BodyComponent>(part) && !HasComp<BrainComponent>(part))
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{
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QueueDel(part);
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}
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