From 059c64a75fc49861bd9d2ccb3fe2d451fd51cb0d Mon Sep 17 00:00:00 2001 From: Winkarst <74284083+Winkarst-cpu@users.noreply.github.com> Date: Mon, 24 Feb 2025 23:10:09 +0300 Subject: [PATCH] Cleanup: Use ``MapSystem.DeleteMap`` instead of ``IMapManager.DeleteMap`` in ``HumanInventoryUniformSlotsTest`` (#35469) * Cleanup * Fix --- .../Tests/HumanInventoryUniformSlotsTest.cs | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/Content.IntegrationTests/Tests/HumanInventoryUniformSlotsTest.cs b/Content.IntegrationTests/Tests/HumanInventoryUniformSlotsTest.cs index 4bba605f0a..929a231159 100644 --- a/Content.IntegrationTests/Tests/HumanInventoryUniformSlotsTest.cs +++ b/Content.IntegrationTests/Tests/HumanInventoryUniformSlotsTest.cs @@ -1,6 +1,5 @@ using Content.Shared.Inventory; using Robust.Shared.GameObjects; -using Robust.Shared.Map; namespace Content.IntegrationTests.Tests { @@ -67,7 +66,7 @@ namespace Content.IntegrationTests.Tests EntityUid pocketItem = default; InventorySystem invSystem = default!; - var mapMan = server.ResolveDependency(); + var mapSystem = server.System(); var entityMan = server.ResolveDependency(); await server.WaitAssertion(() => @@ -129,7 +128,7 @@ namespace Content.IntegrationTests.Tests Assert.That(!invSystem.TryGetSlotEntity(human, "pocket1", out _)); }); - mapMan.DeleteMap(testMap.MapId); + mapSystem.DeleteMap(testMap.MapId); }); await pair.CleanReturnAsync();