Cleanup warnings: CS0414, CS8524 (#40776)

* Cleanup

* CS8524
This commit is contained in:
B_Kirill
2025-10-08 22:43:59 +10:00
committed by GitHub
parent 44563dafdc
commit 0c9d33d5d6
4 changed files with 6 additions and 10 deletions

View File

@@ -4,7 +4,6 @@ using Content.Server.GameTicking.Presets;
using Content.Shared.Administration; using Content.Shared.Administration;
using Linguini.Shared.Util; using Linguini.Shared.Util;
using Robust.Shared.Console; using Robust.Shared.Console;
using Robust.Shared.Prototypes;
namespace Content.Server.GameTicking.Commands namespace Content.Server.GameTicking.Commands
{ {
@@ -12,7 +11,6 @@ namespace Content.Server.GameTicking.Commands
public sealed class SetGamePresetCommand : IConsoleCommand public sealed class SetGamePresetCommand : IConsoleCommand
{ {
[Dependency] private readonly IEntityManager _entity = default!; [Dependency] private readonly IEntityManager _entity = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
public string Command => "setgamepreset"; public string Command => "setgamepreset";
public string Description => Loc.GetString("set-game-preset-command-description", ("command", Command)); public string Description => Loc.GetString("set-game-preset-command-description", ("command", Command));

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@@ -9,7 +9,6 @@ using Content.Shared.Holopad;
using Content.Shared.IdentityManagement; using Content.Shared.IdentityManagement;
using Content.Shared.Labels.Components; using Content.Shared.Labels.Components;
using Content.Shared.Mobs; using Content.Shared.Mobs;
using Content.Shared.Mobs.Systems;
using Content.Shared.Power; using Content.Shared.Power;
using Content.Shared.Silicons.StationAi; using Content.Shared.Silicons.StationAi;
using Content.Shared.Speech; using Content.Shared.Speech;
@@ -40,7 +39,6 @@ public sealed class HolopadSystem : SharedHolopadSystem
[Dependency] private readonly PopupSystem _popupSystem = default!; [Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly PvsOverrideSystem _pvs = default!; [Dependency] private readonly PvsOverrideSystem _pvs = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
private float _updateTimer = 1.0f; private float _updateTimer = 1.0f;
private const float UpdateTime = 1.0f; private const float UpdateTime = 1.0f;

View File

@@ -1,6 +1,5 @@
using Content.Server.Administration.Logs; using Content.Server.Administration.Logs;
using Content.Server.DeviceNetwork.Systems; using Content.Server.DeviceNetwork.Systems;
using Content.Shared.ActionBlocker;
using Content.Shared.Database; using Content.Shared.Database;
using Content.Shared.DeviceNetwork; using Content.Shared.DeviceNetwork;
using Content.Shared.DeviceNetwork.Events; using Content.Shared.DeviceNetwork.Events;
@@ -17,7 +16,6 @@ namespace Content.Server.SurveillanceCamera;
public sealed class SurveillanceCameraSystem : SharedSurveillanceCameraSystem public sealed class SurveillanceCameraSystem : SharedSurveillanceCameraSystem
{ {
[Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly ViewSubscriberSystem _viewSubscriberSystem = default!; [Dependency] private readonly ViewSubscriberSystem _viewSubscriberSystem = default!;
[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!; [Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
[Dependency] private readonly UserInterfaceSystem _userInterface = default!; [Dependency] private readonly UserInterfaceSystem _userInterface = default!;

View File

@@ -100,6 +100,7 @@ public sealed partial class HumanoidCharacterAppearance : ICharacterAppearance,
{ {
SkinColorationStrategyInput.Unary => skinColoration.FromUnary(speciesPrototype.DefaultHumanSkinTone), SkinColorationStrategyInput.Unary => skinColoration.FromUnary(speciesPrototype.DefaultHumanSkinTone),
SkinColorationStrategyInput.Color => skinColoration.ClosestSkinColor(speciesPrototype.DefaultSkinTone), SkinColorationStrategyInput.Color => skinColoration.ClosestSkinColor(speciesPrototype.DefaultSkinTone),
_ => skinColoration.ClosestSkinColor(speciesPrototype.DefaultSkinTone),
}; };
return new( return new(
@@ -109,11 +110,11 @@ public sealed partial class HumanoidCharacterAppearance : ICharacterAppearance,
Color.Black, Color.Black,
Color.Black, Color.Black,
skinColor, skinColor,
new () new()
); );
} }
private static IReadOnlyList<Color> RealisticEyeColors = new List<Color> private static IReadOnlyList<Color> _realisticEyeColors = new List<Color>
{ {
Color.Brown, Color.Brown,
Color.Gray, Color.Gray,
@@ -145,7 +146,7 @@ public sealed partial class HumanoidCharacterAppearance : ICharacterAppearance,
// TODO: Add random markings // TODO: Add random markings
var newEyeColor = random.Pick(RealisticEyeColors); var newEyeColor = random.Pick(_realisticEyeColors);
var protoMan = IoCManager.Resolve<IPrototypeManager>(); var protoMan = IoCManager.Resolve<IPrototypeManager>();
var skinType = protoMan.Index<SpeciesPrototype>(species).SkinColoration; var skinType = protoMan.Index<SpeciesPrototype>(species).SkinColoration;
@@ -155,9 +156,10 @@ public sealed partial class HumanoidCharacterAppearance : ICharacterAppearance,
{ {
SkinColorationStrategyInput.Unary => strategy.FromUnary(random.NextFloat(0f, 100f)), SkinColorationStrategyInput.Unary => strategy.FromUnary(random.NextFloat(0f, 100f)),
SkinColorationStrategyInput.Color => strategy.ClosestSkinColor(new Color(random.NextFloat(1), random.NextFloat(1), random.NextFloat(1), 1)), SkinColorationStrategyInput.Color => strategy.ClosestSkinColor(new Color(random.NextFloat(1), random.NextFloat(1), random.NextFloat(1), 1)),
_ => strategy.ClosestSkinColor(new Color(random.NextFloat(1), random.NextFloat(1), random.NextFloat(1), 1)),
}; };
return new HumanoidCharacterAppearance(newHairStyle, newHairColor, newFacialHairStyle, newHairColor, newEyeColor, newSkinColor, new ()); return new HumanoidCharacterAppearance(newHairStyle, newHairColor, newFacialHairStyle, newHairColor, newEyeColor, newSkinColor, new());
float RandomizeColor(float channel) float RandomizeColor(float channel)
{ {