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More Transform ECS (#3368)
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@@ -85,17 +85,30 @@ namespace Robust.UnitTesting
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// uhhh so maybe these are the wrong system for the client, but I CBF adding sprite system and all the rest,
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// and it was like this when I found it.
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systems.LoadExtraSystemType<Robust.Server.Containers.ContainerSystem>();
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systems.LoadExtraSystemType<Robust.Server.GameObjects.TransformSystem>();
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systems.LoadExtraSystemType<SharedGridTraversalSystem>();
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systems.LoadExtraSystemType<FixtureSystem>();
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if (Project == UnitTestProject.Client)
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{
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systems.LoadExtraSystemType<ClientMetaDataSystem>();
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systems.LoadExtraSystemType<Robust.Server.Containers.ContainerSystem>();
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systems.LoadExtraSystemType<Robust.Server.GameObjects.TransformSystem>();
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systems.LoadExtraSystemType<Robust.Client.Physics.BroadPhaseSystem>();
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systems.LoadExtraSystemType<Robust.Client.Physics.JointSystem>();
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systems.LoadExtraSystemType<Robust.Client.Physics.PhysicsSystem>();
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systems.LoadExtraSystemType<Robust.Client.Debugging.DebugRayDrawingSystem>();
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}
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else
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{
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systems.LoadExtraSystemType<ServerMetaDataSystem>();
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systems.LoadExtraSystemType<PVSSystem>();
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systems.LoadExtraSystemType<Robust.Server.Containers.ContainerSystem>();
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systems.LoadExtraSystemType<Robust.Server.GameObjects.TransformSystem>();
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systems.LoadExtraSystemType<BroadPhaseSystem>();
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systems.LoadExtraSystemType<JointSystem>();
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systems.LoadExtraSystemType<PhysicsSystem>();
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systems.LoadExtraSystemType<DebugRayDrawingSystem>();
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}
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var entMan = IoCManager.Resolve<IEntityManager>();
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@@ -124,6 +137,11 @@ namespace Robust.UnitTesting
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compFactory.RegisterClass<FixturesComponent>();
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}
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if (!compFactory.AllRegisteredTypes.Contains(typeof(JointComponent)))
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{
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compFactory.RegisterClass<JointComponent>();
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}
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// So by default EntityManager does its own EntitySystemManager initialize during Startup.
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// We want to bypass this and load our own systems hence we will manually initialize it here.
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entMan.Initialize();
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