Gets rid of all ComponentManager usages. (#4707)
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@@ -58,7 +58,7 @@ namespace Content.Server.Atmos.EntitySystems
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private void OnCollideEvent(EntityUid uid, FlammableComponent flammable, StartCollideEvent args)
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{
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var otherUid = args.OtherFixture.Body.Owner.Uid;
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if (!ComponentManager.TryGetComponent(otherUid, out FlammableComponent? otherFlammable))
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if (!EntityManager.TryGetComponent(otherUid, out FlammableComponent? otherFlammable))
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return;
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if (!flammable.FireSpread || !otherFlammable.FireSpread)
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@@ -179,7 +179,7 @@ namespace Content.Server.Atmos.EntitySystems
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_timer -= UpdateTime;
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// TODO: This needs cleanup to take off the crust from TemperatureComponent and shit.
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foreach (var (flammable, physics, transform) in ComponentManager.EntityQuery<FlammableComponent, PhysicsComponent, ITransformComponent>())
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foreach (var (flammable, physics, transform) in EntityManager.EntityQuery<FlammableComponent, PhysicsComponent, ITransformComponent>())
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{
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var uid = flammable.Owner.Uid;
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@@ -237,7 +237,7 @@ namespace Content.Server.Atmos.EntitySystems
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continue;
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}
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var otherPhysics = ComponentManager.GetComponent<IPhysBody>(uid);
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var otherPhysics = EntityManager.GetComponent<IPhysBody>(uid);
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// TODO: Sloth, please save our souls!
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if (!physics.GetWorldAABB().Intersects(otherPhysics.GetWorldAABB()))
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