From 41549db28284d75fbf5c376030af7171aeb6278a Mon Sep 17 00:00:00 2001 From: Plykiya <58439124+Plykiya@users.noreply.github.com> Date: Wed, 5 Jun 2024 00:04:31 -0700 Subject: [PATCH] Remove obsolete VisibilitySystem functions (#28610) Remove obsolete visibility functions Co-authored-by: plykiya --- Content.Server/Ghost/GhostSystem.cs | 16 ++++++++-------- .../Pointing/EntitySystems/PointingSystem.cs | 2 +- .../Revenant/EntitySystems/CorporealSystem.cs | 10 +++++----- .../Revenant/EntitySystems/RevenantSystem.cs | 12 ++++++------ 4 files changed, 20 insertions(+), 20 deletions(-) diff --git a/Content.Server/Ghost/GhostSystem.cs b/Content.Server/Ghost/GhostSystem.cs index 1a411f13a0..dce80a450f 100644 --- a/Content.Server/Ghost/GhostSystem.cs +++ b/Content.Server/Ghost/GhostSystem.cs @@ -154,8 +154,8 @@ namespace Content.Server.Ghost if (_ticker.RunLevel != GameRunLevel.PostRound) { - _visibilitySystem.AddLayer(uid, visibility, (int) VisibilityFlags.Ghost, false); - _visibilitySystem.RemoveLayer(uid, visibility, (int) VisibilityFlags.Normal, false); + _visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Ghost, false); + _visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Normal, false); _visibilitySystem.RefreshVisibility(uid, visibilityComponent: visibility); } @@ -174,8 +174,8 @@ namespace Content.Server.Ghost // Entity can't be seen by ghosts anymore. if (TryComp(uid, out VisibilityComponent? visibility)) { - _visibilitySystem.RemoveLayer(uid, visibility, (int) VisibilityFlags.Ghost, false); - _visibilitySystem.AddLayer(uid, visibility, (int) VisibilityFlags.Normal, false); + _visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Ghost, false); + _visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Normal, false); _visibilitySystem.RefreshVisibility(uid, visibilityComponent: visibility); } @@ -382,13 +382,13 @@ namespace Content.Server.Ghost { if (visible) { - _visibilitySystem.AddLayer(uid, vis, (int) VisibilityFlags.Normal, false); - _visibilitySystem.RemoveLayer(uid, vis, (int) VisibilityFlags.Ghost, false); + _visibilitySystem.AddLayer((uid, vis), (int) VisibilityFlags.Normal, false); + _visibilitySystem.RemoveLayer((uid, vis), (int) VisibilityFlags.Ghost, false); } else { - _visibilitySystem.AddLayer(uid, vis, (int) VisibilityFlags.Ghost, false); - _visibilitySystem.RemoveLayer(uid, vis, (int) VisibilityFlags.Normal, false); + _visibilitySystem.AddLayer((uid, vis), (int) VisibilityFlags.Ghost, false); + _visibilitySystem.RemoveLayer((uid, vis), (int) VisibilityFlags.Normal, false); } _visibilitySystem.RefreshVisibility(uid, visibilityComponent: vis); } diff --git a/Content.Server/Pointing/EntitySystems/PointingSystem.cs b/Content.Server/Pointing/EntitySystems/PointingSystem.cs index 960c8dc28a..9dc3b5e1e6 100644 --- a/Content.Server/Pointing/EntitySystems/PointingSystem.cs +++ b/Content.Server/Pointing/EntitySystems/PointingSystem.cs @@ -174,7 +174,7 @@ namespace Content.Server.Pointing.EntitySystems { var arrowVisibility = EntityManager.EnsureComponent(arrow); layer = playerVisibility.Layer; - _visibilitySystem.SetLayer(arrow, arrowVisibility, layer); + _visibilitySystem.SetLayer((arrow, arrowVisibility), (ushort) layer); } // Get players that are in range and whose visibility layer matches the arrow's. diff --git a/Content.Server/Revenant/EntitySystems/CorporealSystem.cs b/Content.Server/Revenant/EntitySystems/CorporealSystem.cs index 1d43cb3ac8..5f31a2f280 100644 --- a/Content.Server/Revenant/EntitySystems/CorporealSystem.cs +++ b/Content.Server/Revenant/EntitySystems/CorporealSystem.cs @@ -1,4 +1,4 @@ -using Content.Server.GameTicking; +using Content.Server.GameTicking; using Content.Shared.Eye; using Content.Shared.Revenant.Components; using Content.Shared.Revenant.EntitySystems; @@ -17,8 +17,8 @@ public sealed class CorporealSystem : SharedCorporealSystem if (TryComp(uid, out var visibility)) { - _visibilitySystem.RemoveLayer(uid, visibility, (int) VisibilityFlags.Ghost, false); - _visibilitySystem.AddLayer(uid, visibility, (int) VisibilityFlags.Normal, false); + _visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Ghost, false); + _visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Normal, false); _visibilitySystem.RefreshVisibility(uid, visibility); } } @@ -29,8 +29,8 @@ public sealed class CorporealSystem : SharedCorporealSystem if (TryComp(uid, out var visibility) && _ticker.RunLevel != GameRunLevel.PostRound) { - _visibilitySystem.AddLayer(uid, visibility, (int) VisibilityFlags.Ghost, false); - _visibilitySystem.RemoveLayer(uid, visibility, (int) VisibilityFlags.Normal, false); + _visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Ghost, false); + _visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Normal, false); _visibilitySystem.RefreshVisibility(uid, visibility); } } diff --git a/Content.Server/Revenant/EntitySystems/RevenantSystem.cs b/Content.Server/Revenant/EntitySystems/RevenantSystem.cs index a05105662d..fa4f6db240 100644 --- a/Content.Server/Revenant/EntitySystems/RevenantSystem.cs +++ b/Content.Server/Revenant/EntitySystems/RevenantSystem.cs @@ -78,8 +78,8 @@ public sealed partial class RevenantSystem : EntitySystem if (_ticker.RunLevel == GameRunLevel.PostRound && TryComp(uid, out var visibility)) { - _visibility.AddLayer(uid, visibility, (int) VisibilityFlags.Ghost, false); - _visibility.RemoveLayer(uid, visibility, (int) VisibilityFlags.Normal, false); + _visibility.AddLayer((uid, visibility), (int) VisibilityFlags.Ghost, false); + _visibility.RemoveLayer((uid, visibility), (int) VisibilityFlags.Normal, false); _visibility.RefreshVisibility(uid, visibility); } @@ -192,13 +192,13 @@ public sealed partial class RevenantSystem : EntitySystem { if (visible) { - _visibility.AddLayer(uid, vis, (int) VisibilityFlags.Normal, false); - _visibility.RemoveLayer(uid, vis, (int) VisibilityFlags.Ghost, false); + _visibility.AddLayer((uid, vis), (int) VisibilityFlags.Normal, false); + _visibility.RemoveLayer((uid, vis), (int) VisibilityFlags.Ghost, false); } else { - _visibility.AddLayer(uid, vis, (int) VisibilityFlags.Ghost, false); - _visibility.RemoveLayer(uid, vis, (int) VisibilityFlags.Normal, false); + _visibility.AddLayer((uid, vis), (int) VisibilityFlags.Ghost, false); + _visibility.RemoveLayer((uid, vis), (int) VisibilityFlags.Normal, false); } _visibility.RefreshVisibility(uid, vis); }