/// <param name="frameTime">The time elapsed since the last set of updates.</param>
public override void Update(float frameTime)
{
- if(!_timing.IsFirstTimePredicted)
- return;
-
var query = EntityQueryEnumerator<GravityWellComponent, TransformComponent>();
while (query.MoveNext(out var uid, out var gravWell, out var xform))
{
/// <param name="frameTime">The time elapsed since the last set of updates.</param>
public override void Update(float frameTime)
{
- if (!_timing.IsFirstTimePredicted)
- return;
-
var query = EntityQueryEnumerator<SingularityAttractorComponent, TransformComponent>();
var now = _timing.CurTime;
while (query.MoveNext(out var uid, out var attractor, out var xform))
using Content.Shared.Singularity.EntitySystems;
using Content.Shared.Singularity.Events;
using Robust.Server.GameStates;
-using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.GameStates;
-using Robust.Shared.Player;
-using Robust.Shared.Timing;
namespace Content.Server.Singularity.EntitySystems;
public sealed class SingularitySystem : SharedSingularitySystem
{
#region Dependencies
- [Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly PvsOverrideSystem _pvs = default!;
#endregion Dependencies
/// <param name="frameTime">The amount of time since the last set of updates.</param>
public override void Update(float frameTime)
{
- if(!_timing.IsFirstTimePredicted)
- return;
-
var query = EntityQueryEnumerator<SingularityComponent>();
while (query.MoveNext(out var uid, out var singularity))
{
using Content.Shared.Zombies;
using Content.Server.Zombies;
using Robust.Shared.Prototypes;
-using Robust.Shared.Timing;
namespace Content.Server.Species.Systems;
public sealed partial class NymphSystem : EntitySystem
{
- [Dependency] private readonly IPrototypeManager _protoManager= default!;
+ [Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly MindSystem _mindSystem = default!;
- [Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly ZombieSystem _zombie = default!;
public override void Initialize()
private void OnRemovedFromPart(EntityUid uid, NymphComponent comp, ref OrganRemovedFromBodyEvent args)
{
- if (!_timing.IsFirstTimePredicted)
- return;
-
if (TerminatingOrDeleted(uid) || TerminatingOrDeleted(args.OldBody))
return;
/// <inheritdoc />
protected override void OnActivated(Entity<XAEPortalComponent> ent, ref XenoArtifactNodeActivatedEvent args)
{
- if (!_timing.IsFirstTimePredicted)
- return;
-
var map = Transform(ent).MapID;
var validMinds = new ValueList<EntityUid>();
var mindQuery = EntityQueryEnumerator<MindContainerComponent, MobStateComponent, TransformComponent, MetaDataComponent>();
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Prototypes;
-using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.Inventory;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
- [Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
[Dependency] private readonly SharedStrippableSystem _strippable = default!;
// we check if any items were dropped, and make a popup if they were.
// the reason we check for > 1 is because the first item is always the one we are trying to unequip,
// whereas we only want to notify for extra dropped items.
- if (!silent && _gameTiming.IsFirstTimePredicted && firstRun && itemsDropped > 1)
+ if (!silent && firstRun && itemsDropped > 1)
_popup.PopupClient(Loc.GetString("inventory-component-dropped-from-unequip", ("items", itemsDropped - 1)), target, target);
// TODO: Inventory needs a hot cleanup hoo boy