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)
{
_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);
}

View File

@@ -174,7 +174,7 @@ namespace Content.Server.Pointing.EntitySystems
{
var arrowVisibility = EntityManager.EnsureComponent<VisibilityComponent>(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.

View File

@@ -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<VisibilityComponent>(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<VisibilityComponent>(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);
}
}

View File

@@ -78,8 +78,8 @@ public sealed partial class RevenantSystem : EntitySystem
if (_ticker.RunLevel == GameRunLevel.PostRound && TryComp<VisibilityComponent>(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);
}