* split partial magic system * add debug sprited pilons * some energy pilons interactions * Update CP14MagicEnergySystem.Relay.cs * spupers (#322) * spupers * meta * aura nodes + aura scanners * scanner sprites * maid dress * reverse pilon logic * relay delete, code clean up * delete content * Update basic.yml * Update shirt.yml * Update crystal.yml --------- Co-authored-by: Jaraten <116667537+Jaraten@users.noreply.github.com>
30 lines
932 B
C#
30 lines
932 B
C#
using Content.Server.Popups;
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using Content.Shared._CP14.MagicEnergy;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server._CP14.MagicEnergy;
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public sealed partial class CP14MagicEnergySystem : SharedCP14MagicEnergySystem
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{
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly CP14MagicEnergyCrystalSlotSystem _magicSlot = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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public override void Initialize()
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{
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InitializeDraw();
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InitializeScanner();
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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UpdateDraw(frameTime);
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}
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}
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