Remove default grids (content) (#2241)
* Default grids go poof * Address review * Update submodule * Fix DoAfterSystem for entities without grid. * Fix SubFloorHideSystem for entities without grid. * Fix ExplosionHelper for coordinates that aren't in a grid * Fix TurfHelpers' GetWorldTileBox crash in the case of invalid grid * Fix tile prying component crash when trying to pry space. * Spill fixes when passing coordinates without grids. * Are you static'in, son? * Change SaveLoadSaveTest grid Id hardcoded value It's still hardcoded, but at least now it's correct! * Only send debug AI thing if grid is not invalid * Update submodule. Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
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@@ -37,8 +37,7 @@ namespace Content.Client.GameObjects.EntitySystems
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{
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foreach (var comp in EntityManager.ComponentManager.EntityQuery<SubFloorHideComponent>())
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{
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var gridId = comp.Owner.Transform.GridID;
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var grid = _mapManager.GetGrid(gridId);
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if (!_mapManager.TryGetGrid(comp.Owner.Transform.GridID, out var grid)) return;
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var snapPos = comp.Owner.GetComponent<SnapGridComponent>();
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UpdateTile(grid, snapPos.Position);
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