Update components to use EnsureWarn (#2676)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
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@@ -1,15 +1,10 @@
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#nullable enable
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using System;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Atmos;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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@@ -85,10 +80,9 @@ namespace Content.Server.GameObjects.Components.Atmos
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// Using the SnapGrid is critical for performance, and thus if it is absent the component
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// will not be airtight. A warning is much easier to track down than the object magically
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// not being airtight, so log one if the SnapGrid component is missing.
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if (!Owner.EnsureComponent(out SnapGridComponent _))
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Logger.Warning($"Entity {Owner} at {Owner.Transform.MapPosition} didn't have a {nameof(SnapGridComponent)}");
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Owner.EnsureComponentWarn(out SnapGridComponent _);
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if(_fixAirBlockedDirectionInitialize)
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if (_fixAirBlockedDirectionInitialize)
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RotateEvent(new RotateEvent(Owner, Angle.Zero, Owner.Transform.LocalRotation));
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UpdatePosition();
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