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You can now "pause" a map. Ideally this would result in the map not doing significant processing until unpaused. This can be used later to code proper map editor modes that won't have any side effects while being edited.
58 lines
2.0 KiB
C#
58 lines
2.0 KiB
C#
using SS14.Server.GameObjects.Components;
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using SS14.Server.GameObjects.Components.Container;
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using SS14.Server.GameObjects.Components.Markers;
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using SS14.Server.GameObjects.Components.UserInterface;
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using SS14.Server.Interfaces.GameObjects;
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using SS14.Shared.GameObjects;
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using SS14.Shared.GameObjects.Components.Transform;
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using SS14.Shared.GameObjects.Components.UserInterface;
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using SS14.Shared.Interfaces.GameObjects.Components;
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namespace SS14.Server.GameObjects
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{
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public class ServerComponentFactory : ComponentFactory
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{
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public ServerComponentFactory()
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{
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RegisterIgnore("Icon");
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RegisterIgnore("Occluder");
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RegisterIgnore("Eye");
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RegisterIgnore("IconSmooth");
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Register<BasicActorComponent>();
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RegisterReference<BasicActorComponent, IActorComponent>();
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Register<CollidableComponent>();
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RegisterReference<CollidableComponent, ICollidableComponent>();
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Register<BoundingBoxComponent>();
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Register<PointLightComponent>();
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RegisterIgnore("Input");
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Register<PlayerInputMoverComponent>();
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RegisterReference<PlayerInputMoverComponent, IMoverComponent>();
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Register<ParticleSystemComponent>();
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Register<PhysicsComponent>();
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Register<SpriteComponent>();
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Register<TransformComponent>();
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RegisterReference<TransformComponent, ITransformComponent>();
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Register<ClickableComponent>();
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RegisterReference<ClickableComponent, IClickableComponent>();
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Register<ContainerManagerComponent>();
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RegisterReference<ContainerManagerComponent, IContainerManager>();
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Register<AiControllerComponent>();
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Register<AppearanceComponent>();
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Register<SnapGridComponent>();
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Register<ServerUserInterfaceComponent>();
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RegisterReference<ServerUserInterfaceComponent, SharedUserInterfaceComponent>();
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Register<IgnorePauseComponent>();
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}
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}
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}
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