Remove obsolete VisibilitySystem functions (#28610)
Remove obsolete visibility functions Co-authored-by: plykiya <plykiya@protonmail.com>
This commit is contained in:
@@ -154,8 +154,8 @@ namespace Content.Server.Ghost
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if (_ticker.RunLevel != GameRunLevel.PostRound)
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if (_ticker.RunLevel != GameRunLevel.PostRound)
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{
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{
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_visibilitySystem.AddLayer(uid, visibility, (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.RemoveLayer(uid, visibility, (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RefreshVisibility(uid, visibilityComponent: visibility);
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_visibilitySystem.RefreshVisibility(uid, visibilityComponent: visibility);
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}
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}
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@@ -174,8 +174,8 @@ namespace Content.Server.Ghost
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// Entity can't be seen by ghosts anymore.
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// Entity can't be seen by ghosts anymore.
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if (TryComp(uid, out VisibilityComponent? visibility))
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if (TryComp(uid, out VisibilityComponent? visibility))
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{
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{
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_visibilitySystem.RemoveLayer(uid, visibility, (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.AddLayer(uid, visibility, (int) VisibilityFlags.Normal, false);
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_visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RefreshVisibility(uid, visibilityComponent: visibility);
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_visibilitySystem.RefreshVisibility(uid, visibilityComponent: visibility);
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}
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}
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@@ -382,13 +382,13 @@ namespace Content.Server.Ghost
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{
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{
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if (visible)
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if (visible)
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{
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{
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_visibilitySystem.AddLayer(uid, vis, (int) VisibilityFlags.Normal, false);
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_visibilitySystem.AddLayer((uid, vis), (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RemoveLayer(uid, vis, (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.RemoveLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
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}
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}
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else
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else
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{
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{
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_visibilitySystem.AddLayer(uid, vis, (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.AddLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.RemoveLayer(uid, vis, (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RemoveLayer((uid, vis), (int) VisibilityFlags.Normal, false);
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}
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}
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_visibilitySystem.RefreshVisibility(uid, visibilityComponent: vis);
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_visibilitySystem.RefreshVisibility(uid, visibilityComponent: vis);
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}
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}
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@@ -174,7 +174,7 @@ namespace Content.Server.Pointing.EntitySystems
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{
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{
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var arrowVisibility = EntityManager.EnsureComponent<VisibilityComponent>(arrow);
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var arrowVisibility = EntityManager.EnsureComponent<VisibilityComponent>(arrow);
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layer = playerVisibility.Layer;
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layer = playerVisibility.Layer;
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_visibilitySystem.SetLayer(arrow, arrowVisibility, layer);
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_visibilitySystem.SetLayer((arrow, arrowVisibility), (ushort) layer);
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}
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}
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// Get players that are in range and whose visibility layer matches the arrow's.
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// Get players that are in range and whose visibility layer matches the arrow's.
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@@ -1,4 +1,4 @@
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using Content.Server.GameTicking;
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using Content.Server.GameTicking;
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using Content.Shared.Eye;
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using Content.Shared.Eye;
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using Content.Shared.Revenant.Components;
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using Content.Shared.Revenant.Components;
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using Content.Shared.Revenant.EntitySystems;
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using Content.Shared.Revenant.EntitySystems;
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@@ -17,8 +17,8 @@ public sealed class CorporealSystem : SharedCorporealSystem
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if (TryComp<VisibilityComponent>(uid, out var visibility))
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if (TryComp<VisibilityComponent>(uid, out var visibility))
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{
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{
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_visibilitySystem.RemoveLayer(uid, visibility, (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.AddLayer(uid, visibility, (int) VisibilityFlags.Normal, false);
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_visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RefreshVisibility(uid, visibility);
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_visibilitySystem.RefreshVisibility(uid, visibility);
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}
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}
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}
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}
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@@ -29,8 +29,8 @@ public sealed class CorporealSystem : SharedCorporealSystem
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if (TryComp<VisibilityComponent>(uid, out var visibility) && _ticker.RunLevel != GameRunLevel.PostRound)
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if (TryComp<VisibilityComponent>(uid, out var visibility) && _ticker.RunLevel != GameRunLevel.PostRound)
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{
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{
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_visibilitySystem.AddLayer(uid, visibility, (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.RemoveLayer(uid, visibility, (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RefreshVisibility(uid, visibility);
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_visibilitySystem.RefreshVisibility(uid, visibility);
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}
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}
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}
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}
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@@ -78,8 +78,8 @@ public sealed partial class RevenantSystem : EntitySystem
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if (_ticker.RunLevel == GameRunLevel.PostRound && TryComp<VisibilityComponent>(uid, out var visibility))
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if (_ticker.RunLevel == GameRunLevel.PostRound && TryComp<VisibilityComponent>(uid, out var visibility))
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{
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{
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_visibility.AddLayer(uid, visibility, (int) VisibilityFlags.Ghost, false);
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_visibility.AddLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
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_visibility.RemoveLayer(uid, visibility, (int) VisibilityFlags.Normal, false);
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_visibility.RemoveLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
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_visibility.RefreshVisibility(uid, visibility);
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_visibility.RefreshVisibility(uid, visibility);
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}
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}
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@@ -192,13 +192,13 @@ public sealed partial class RevenantSystem : EntitySystem
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{
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{
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if (visible)
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if (visible)
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{
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{
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_visibility.AddLayer(uid, vis, (int) VisibilityFlags.Normal, false);
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_visibility.AddLayer((uid, vis), (int) VisibilityFlags.Normal, false);
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_visibility.RemoveLayer(uid, vis, (int) VisibilityFlags.Ghost, false);
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_visibility.RemoveLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
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}
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}
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else
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else
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{
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{
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_visibility.AddLayer(uid, vis, (int) VisibilityFlags.Ghost, false);
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_visibility.AddLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
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_visibility.RemoveLayer(uid, vis, (int) VisibilityFlags.Normal, false);
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_visibility.RemoveLayer((uid, vis), (int) VisibilityFlags.Normal, false);
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}
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}
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_visibility.RefreshVisibility(uid, vis);
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_visibility.RefreshVisibility(uid, vis);
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}
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}
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