Fix 3000 errors
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@@ -19,17 +19,16 @@ using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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// ReSharper disable once RedundantUsingDirective
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using Dependency = Robust.Shared.IoC.DependencyAttribute;
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namespace Content.Server.Atmos.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Robust.Shared.IoC.Dependency] private readonly IGameTiming _gameTiming = default!;
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[Robust.Shared.IoC.Dependency] private readonly IPlayerManager _playerManager = default!;
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[Robust.Shared.IoC.Dependency] private readonly IMapManager _mapManager = default!;
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[Robust.Shared.IoC.Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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/// <summary>
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/// The tiles that have had their atmos data updated since last tick
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@@ -190,7 +189,7 @@ namespace Content.Server.Atmos.EntitySystems
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/// </summary>
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/// <param name="entity"></param>
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/// <returns></returns>
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private List<GasOverlayChunk> GetChunksInRange(IEntity entity)
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private List<GasOverlayChunk> GetChunksInRange(EntityUid entity)
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{
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var inRange = new List<GasOverlayChunk>();
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@@ -311,10 +310,10 @@ namespace Content.Server.Atmos.EntitySystems
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// Afterwards we reset all the chunk data for the next time we tick.
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foreach (var (session, overlay) in _knownPlayerChunks)
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{
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if (session.AttachedEntity == null) continue;
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if (session.AttachedEntity is not {Valid: true} entity) continue;
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// Get chunks in range and update if we've moved around or the chunks have new overlay data
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var chunksInRange = GetChunksInRange(session.AttachedEntity);
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var chunksInRange = GetChunksInRange(entity);
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var knownChunks = overlay.GetKnownChunks();
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var chunksToRemove = new List<GasOverlayChunk>();
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var chunksToAdd = new List<GasOverlayChunk>();
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