Gets rid of all ComponentManager usages. (#4707)
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@@ -38,12 +38,12 @@ namespace Content.Server.Administration.Commands
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return;
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}
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var comp = IoCManager.Resolve<IComponentManager>();
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var entMan = IoCManager.Resolve<IEntityManager>();
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var location = args[0];
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if (location == "?")
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{
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var locations = string.Join(", ",
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comp.EntityQuery<WarpPointComponent>(true)
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entMan.EntityQuery<WarpPointComponent>(true)
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.Select(p => p.Location)
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.Where(p => p != null)
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.OrderBy(p => p)
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@@ -62,9 +62,8 @@ namespace Content.Server.Administration.Commands
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var mapManager = IoCManager.Resolve<IMapManager>();
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var currentMap = player.AttachedEntity.Transform.MapID;
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var currentGrid = player.AttachedEntity.Transform.GridID;
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var found = comp.EntityQuery<WarpPointComponent>(true)
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var found = entMan.EntityQuery<WarpPointComponent>(true)
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.Where(p => p.Location == location)
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.Select(p => p.Owner.Transform.Coordinates)
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.OrderBy(p => p, Comparer<EntityCoordinates>.Create((a, b) =>
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@@ -72,8 +71,8 @@ namespace Content.Server.Administration.Commands
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// Sort so that warp points on the same grid/map are first.
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// So if you have two maps loaded with the same warp points,
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// it will prefer the warp points on the map you're currently on.
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var aGrid = a.GetGridId(entityManager);
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var bGrid = b.GetGridId(entityManager);
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var aGrid = a.GetGridId(entMan);
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var bGrid = b.GetGridId(entMan);
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if (aGrid == bGrid)
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{
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@@ -112,7 +111,7 @@ namespace Content.Server.Administration.Commands
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}))
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.FirstOrDefault();
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if (found.GetGridId(entityManager) != GridId.Invalid)
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if (found.GetGridId(entMan) != GridId.Invalid)
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{
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player.AttachedEntity.Transform.Coordinates = found;
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if (player.AttachedEntity.TryGetComponent(out IPhysBody? physics))
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