Makes a few EntitySystems use the RaiseNetworkedEvent helper instead of manually calling IEntityNetworkManager.

This commit is contained in:
Vera Aguilera Puerto
2021-04-14 14:12:11 +02:00
parent f257846de7
commit 2a95f5c4b6
5 changed files with 8 additions and 9 deletions

View File

@@ -132,12 +132,12 @@ namespace Content.Client.GameObjects.EntitySystems.AI
if (tooltip == PathfindingDebugMode.Graph)
{
EntityManager.EntityNetManager.SendSystemNetworkMessage(new SharedAiDebug.RequestPathfindingGraphMessage());
RaiseNetworkEvent(new SharedAiDebug.RequestPathfindingGraphMessage());
}
if (tooltip == PathfindingDebugMode.Regions)
{
EntityManager.EntityNetManager.SendSystemNetworkMessage(new SharedAiDebug.SubscribeReachableMessage());
RaiseNetworkEvent(new SharedAiDebug.SubscribeReachableMessage());
}
// TODO: Request region graph, although the client system messages didn't seem to be going through anymore
@@ -148,7 +148,7 @@ namespace Content.Client.GameObjects.EntitySystems.AI
{
if (mode == PathfindingDebugMode.Regions && (_modes & PathfindingDebugMode.Regions) != 0)
{
EntityManager.EntityNetManager.SendSystemNetworkMessage(new SharedAiDebug.UnsubscribeReachableMessage());
RaiseNetworkEvent(new SharedAiDebug.UnsubscribeReachableMessage());
}
_modes &= ~mode;