Update BiomeSystem.cs to not use Component.Owner (#29939)

Update BiomeSystem.cs

Co-authored-by: plykiya <plykiya@protonmail.com>
This commit is contained in:
Plykiya
2024-07-12 02:22:24 -07:00
committed by GitHub
parent b6672f087f
commit 160364e100

View File

@@ -126,20 +126,18 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
var xform = Transform(uid); var xform = Transform(uid);
var mapId = xform.MapID; var mapId = xform.MapID;
if (mapId != MapId.Nullspace && TryComp(uid, out MapGridComponent? mapGrid)) if (mapId != MapId.Nullspace && HasComp<MapGridComponent>(uid))
{ {
var setTiles = new List<(Vector2i Index, Tile tile)>(); var setTiles = new List<(Vector2i Index, Tile tile)>();
foreach (var grid in _mapManager.GetAllMapGrids(mapId)) foreach (var grid in _mapManager.GetAllGrids(mapId))
{ {
var gridUid = grid.Owner; if (!_fixturesQuery.TryGetComponent(grid.Owner, out var fixtures))
if (!_fixturesQuery.TryGetComponent(gridUid, out var fixtures))
continue; continue;
// Don't want shuttles flying around now do we. // Don't want shuttles flying around now do we.
_shuttles.Disable(gridUid); _shuttles.Disable(grid.Owner);
var pTransform = _physics.GetPhysicsTransform(gridUid); var pTransform = _physics.GetPhysicsTransform(grid.Owner);
foreach (var fixture in fixtures.Fixtures.Values) foreach (var fixture in fixtures.Fixtures.Values)
{ {