Fix 3000 errors

This commit is contained in:
DrSmugleaf
2021-12-05 18:09:01 +01:00
parent 2bfec7ec62
commit 2a3b7d809d
569 changed files with 2979 additions and 3280 deletions

View File

@@ -2,7 +2,6 @@ using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Administration.Commands;
using Content.Server.Clothing.Components;
using Content.Server.Hands.Components;
using Content.Server.Interaction;
@@ -11,15 +10,9 @@ using Content.Server.Storage.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.Acts;
using Content.Shared.Inventory;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.EntitySystems;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Robust.Server.Console;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Audio;
using Robust.Shared.Console;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
@@ -69,7 +62,7 @@ namespace Content.Server.Inventory.Components
{
if (TryGetSlotItem(slot, out ItemComponent? item))
{
IoCManager.Resolve<IEntityManager>().DeleteEntity((EntityUid) item.Owner);
IoCManager.Resolve<IEntityManager>().DeleteEntity(item.Owner);
}
RemoveSlot(slot);
@@ -78,7 +71,7 @@ namespace Content.Server.Inventory.Components
base.OnRemove();
}
public IEnumerable<IEntity> GetAllHeldItems()
public IEnumerable<EntityUid> GetAllHeldItems()
{
foreach (var (_, container) in _slotContainers)
{
@@ -192,7 +185,7 @@ namespace Content.Server.Inventory.Components
public bool Equip(Slots slot, ItemComponent item, bool mobCheck = true) =>
Equip(slot, item, mobCheck, out var _);
public bool Equip(Slots slot, IEntity entity, bool mobCheck = true) =>
public bool Equip(Slots slot, EntityUid entity, bool mobCheck = true) =>
Equip(slot, IoCManager.Resolve<IEntityManager>().GetComponent<ItemComponent>(entity), mobCheck);
/// <summary>
@@ -250,7 +243,7 @@ namespace Content.Server.Inventory.Components
public bool CanEquip(Slots slot, ItemComponent item, bool mobCheck = true) =>
CanEquip(slot, item, mobCheck, out var _);
public bool CanEquip(Slots slot, IEntity entity, bool mobCheck = true) =>
public bool CanEquip(Slots slot, EntityUid entity, bool mobCheck = true) =>
CanEquip(slot, IoCManager.Resolve<IEntityManager>().GetComponent<ItemComponent>(entity), mobCheck);
/// <summary>
@@ -403,7 +396,7 @@ namespace Content.Server.Inventory.Components
/// The underlying Container System just notified us that an entity was removed from it.
/// We need to make sure we process that removed entity as being unequipped from the slot.
/// </summary>
public void ForceUnequip(IContainer container, IEntity entity)
public void ForceUnequip(IContainer container, EntityUid entity)
{
// make sure this is one of our containers.
// Technically the correct way would be to enumerate the possible slot names
@@ -554,7 +547,7 @@ namespace Content.Server.Inventory.Components
}
}
public override bool IsEquipped(IEntity item)
public override bool IsEquipped(EntityUid item)
{
if (item == null) return false;
foreach (var containerSlot in _slotContainers.Values)