Remove obsolete VisibilitySystem functions (#28610)

Remove obsolete visibility functions

Co-authored-by: plykiya <plykiya@protonmail.com>
This commit is contained in:
Plykiya
2024-06-05 00:04:31 -07:00
committed by GitHub
parent ec5a3b0fd2
commit 41549db282
4 changed files with 20 additions and 20 deletions

View File

@@ -154,8 +154,8 @@ namespace Content.Server.Ghost
if (_ticker.RunLevel != GameRunLevel.PostRound) if (_ticker.RunLevel != GameRunLevel.PostRound)
{ {
_visibilitySystem.AddLayer(uid, visibility, (int) VisibilityFlags.Ghost, false); _visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
_visibilitySystem.RemoveLayer(uid, visibility, (int) VisibilityFlags.Normal, false); _visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
_visibilitySystem.RefreshVisibility(uid, visibilityComponent: visibility); _visibilitySystem.RefreshVisibility(uid, visibilityComponent: visibility);
} }
@@ -174,8 +174,8 @@ namespace Content.Server.Ghost
// Entity can't be seen by ghosts anymore. // Entity can't be seen by ghosts anymore.
if (TryComp(uid, out VisibilityComponent? visibility)) if (TryComp(uid, out VisibilityComponent? visibility))
{ {
_visibilitySystem.RemoveLayer(uid, visibility, (int) VisibilityFlags.Ghost, false); _visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
_visibilitySystem.AddLayer(uid, visibility, (int) VisibilityFlags.Normal, false); _visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
_visibilitySystem.RefreshVisibility(uid, visibilityComponent: visibility); _visibilitySystem.RefreshVisibility(uid, visibilityComponent: visibility);
} }
@@ -382,13 +382,13 @@ namespace Content.Server.Ghost
{ {
if (visible) if (visible)
{ {
_visibilitySystem.AddLayer(uid, vis, (int) VisibilityFlags.Normal, false); _visibilitySystem.AddLayer((uid, vis), (int) VisibilityFlags.Normal, false);
_visibilitySystem.RemoveLayer(uid, vis, (int) VisibilityFlags.Ghost, false); _visibilitySystem.RemoveLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
} }
else else
{ {
_visibilitySystem.AddLayer(uid, vis, (int) VisibilityFlags.Ghost, false); _visibilitySystem.AddLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
_visibilitySystem.RemoveLayer(uid, vis, (int) VisibilityFlags.Normal, false); _visibilitySystem.RemoveLayer((uid, vis), (int) VisibilityFlags.Normal, false);
} }
_visibilitySystem.RefreshVisibility(uid, visibilityComponent: vis); _visibilitySystem.RefreshVisibility(uid, visibilityComponent: vis);
} }

View File

@@ -174,7 +174,7 @@ namespace Content.Server.Pointing.EntitySystems
{ {
var arrowVisibility = EntityManager.EnsureComponent<VisibilityComponent>(arrow); var arrowVisibility = EntityManager.EnsureComponent<VisibilityComponent>(arrow);
layer = playerVisibility.Layer; 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. // Get players that are in range and whose visibility layer matches the arrow's.

View File

@@ -1,4 +1,4 @@
using Content.Server.GameTicking; using Content.Server.GameTicking;
using Content.Shared.Eye; using Content.Shared.Eye;
using Content.Shared.Revenant.Components; using Content.Shared.Revenant.Components;
using Content.Shared.Revenant.EntitySystems; using Content.Shared.Revenant.EntitySystems;
@@ -17,8 +17,8 @@ public sealed class CorporealSystem : SharedCorporealSystem
if (TryComp<VisibilityComponent>(uid, out var visibility)) if (TryComp<VisibilityComponent>(uid, out var visibility))
{ {
_visibilitySystem.RemoveLayer(uid, visibility, (int) VisibilityFlags.Ghost, false); _visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
_visibilitySystem.AddLayer(uid, visibility, (int) VisibilityFlags.Normal, false); _visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
_visibilitySystem.RefreshVisibility(uid, visibility); _visibilitySystem.RefreshVisibility(uid, visibility);
} }
} }
@@ -29,8 +29,8 @@ public sealed class CorporealSystem : SharedCorporealSystem
if (TryComp<VisibilityComponent>(uid, out var visibility) && _ticker.RunLevel != GameRunLevel.PostRound) if (TryComp<VisibilityComponent>(uid, out var visibility) && _ticker.RunLevel != GameRunLevel.PostRound)
{ {
_visibilitySystem.AddLayer(uid, visibility, (int) VisibilityFlags.Ghost, false); _visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
_visibilitySystem.RemoveLayer(uid, visibility, (int) VisibilityFlags.Normal, false); _visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
_visibilitySystem.RefreshVisibility(uid, visibility); _visibilitySystem.RefreshVisibility(uid, visibility);
} }
} }

View File

@@ -78,8 +78,8 @@ public sealed partial class RevenantSystem : EntitySystem
if (_ticker.RunLevel == GameRunLevel.PostRound && TryComp<VisibilityComponent>(uid, out var visibility)) if (_ticker.RunLevel == GameRunLevel.PostRound && TryComp<VisibilityComponent>(uid, out var visibility))
{ {
_visibility.AddLayer(uid, visibility, (int) VisibilityFlags.Ghost, false); _visibility.AddLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
_visibility.RemoveLayer(uid, visibility, (int) VisibilityFlags.Normal, false); _visibility.RemoveLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
_visibility.RefreshVisibility(uid, visibility); _visibility.RefreshVisibility(uid, visibility);
} }
@@ -192,13 +192,13 @@ public sealed partial class RevenantSystem : EntitySystem
{ {
if (visible) if (visible)
{ {
_visibility.AddLayer(uid, vis, (int) VisibilityFlags.Normal, false); _visibility.AddLayer((uid, vis), (int) VisibilityFlags.Normal, false);
_visibility.RemoveLayer(uid, vis, (int) VisibilityFlags.Ghost, false); _visibility.RemoveLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
} }
else else
{ {
_visibility.AddLayer(uid, vis, (int) VisibilityFlags.Ghost, false); _visibility.AddLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
_visibility.RemoveLayer(uid, vis, (int) VisibilityFlags.Normal, false); _visibility.RemoveLayer((uid, vis), (int) VisibilityFlags.Normal, false);
} }
_visibility.RefreshVisibility(uid, vis); _visibility.RefreshVisibility(uid, vis);
} }