Fix 3000 errors
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@@ -3,9 +3,7 @@ using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Client.Clothing;
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using Content.Shared.CharacterAppearance;
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using Content.Shared.Chemistry;
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.EntitySystems;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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@@ -24,9 +22,9 @@ namespace Content.Client.Inventory
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[ComponentReference(typeof(SharedInventoryComponent))]
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public class ClientInventoryComponent : SharedInventoryComponent
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{
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private readonly Dictionary<Slots, IEntity> _slots = new();
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private readonly Dictionary<Slots, EntityUid> _slots = new();
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public IReadOnlyDictionary<Slots, IEntity> AllSlots => _slots;
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public IReadOnlyDictionary<Slots, EntityUid> AllSlots => _slots;
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[ViewVariables] public InventoryInterfaceController InterfaceController { get; private set; } = default!;
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@@ -78,9 +76,9 @@ namespace Content.Client.Inventory
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}
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}
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public override bool IsEquipped(IEntity item)
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public override bool IsEquipped(EntityUid item)
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{
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return item != null && _slots.Values.Any(e => e == item);
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return item != default && _slots.Values.Any(e => e == item);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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@@ -92,9 +90,9 @@ namespace Content.Client.Inventory
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var doneSlots = new HashSet<Slots>();
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foreach (var (slot, entityUid) in state.Entities)
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foreach (var (slot, entity) in state.Entities)
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{
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if (!IoCManager.Resolve<IEntityManager>().TryGetEntity(entityUid, out var entity))
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if (!IoCManager.Resolve<IEntityManager>().EntityExists(entity))
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{
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continue;
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}
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@@ -108,9 +106,7 @@ namespace Content.Client.Inventory
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if (state.HoverEntity != null)
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{
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var (slot, (entityUid, fits)) = state.HoverEntity.Value;
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var entity = IoCManager.Resolve<IEntityManager>().GetEntity(entityUid);
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var (slot, (entity, fits)) = state.HoverEntity.Value;
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InterfaceController?.HoverInSlot(slot, entity, fits);
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}
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@@ -126,14 +122,14 @@ namespace Content.Client.Inventory
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EntitySystem.Get<MovementSpeedModifierSystem>().RefreshMovementSpeedModifiers(((IComponent) this).Owner);
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}
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private void _setSlot(Slots slot, IEntity entity)
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private void _setSlot(Slots slot, EntityUid entity)
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{
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SetSlotVisuals(slot, entity);
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InterfaceController?.AddToSlot(slot, entity);
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}
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internal void SetSlotVisuals(Slots slot, IEntity entity)
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internal void SetSlotVisuals(Slots slot, EntityUid entity)
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{
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if (_sprite == null)
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{
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@@ -230,12 +226,12 @@ namespace Content.Client.Inventory
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_playerAttached = true;
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}
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public bool TryGetSlot(Slots slot, [NotNullWhen(true)] out IEntity? item)
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public bool TryGetSlot(Slots slot, [NotNullWhen(true)] out EntityUid item)
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{
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return _slots.TryGetValue(slot, out item);
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}
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public bool TryFindItemSlots(IEntity item, [NotNullWhen(true)] out Slots? slots)
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public bool TryFindItemSlots(EntityUid item, [NotNullWhen(true)] out Slots? slots)
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{
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slots = null;
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