Remove redundant null checks for atmos (#2703)
* Remove redundant null checks for atmos * Remove unnecessary nullability parameter from AtmosphereSystem.GetGridAtmosphere * Remove more nullability markers * Bring back null checks for gas tanks * Remove null checks from GasMixture.Merge and TileAtmosphere.AssumeAir Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
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@@ -106,7 +106,7 @@ namespace Content.Server.GameObjects.Components.Doors
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/// <summary>
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/// Whether something is currently using a welder on this so DoAfter isn't spammed.
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/// </summary>
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private bool _beingWelded = false;
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private bool _beingWelded;
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[ViewVariables(VVAccess.ReadWrite)]
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private bool _canCrush = true;
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@@ -346,13 +346,10 @@ namespace Content.Server.GameObjects.Components.Doors
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var gridAtmosphere = atmosphereSystem.GetGridAtmosphere(Owner.Transform.GridID);
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if (gridAtmosphere == null)
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return false;
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var minMoles = float.MaxValue;
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var maxMoles = 0f;
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foreach (var (direction, adjacent) in gridAtmosphere.GetAdjacentTiles(tileAtmos.GridIndices))
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foreach (var (_, adjacent) in gridAtmosphere.GetAdjacentTiles(tileAtmos.GridIndices))
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{
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var moles = adjacent.Air.TotalMoles;
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if (moles < minMoles)
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@@ -376,10 +373,7 @@ namespace Content.Server.GameObjects.Components.Doors
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var gridAtmosphere = atmosphereSystem.GetGridAtmosphere(Owner.Transform.GridID);
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if (gridAtmosphere == null)
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return false;
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foreach (var (direction, adjacent) in gridAtmosphere.GetAdjacentTiles(tileAtmos.GridIndices))
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foreach (var (_, adjacent) in gridAtmosphere.GetAdjacentTiles(tileAtmos.GridIndices))
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{
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if (adjacent.Hotspot.Valid)
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return true;
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