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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@@ -36,7 +36,9 @@ namespace Content.Server.GameObjects.Components.Interactable
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if (!Owner.TryGetComponent<ToolComponent>(out var tool) && _toolComponentNeeded)
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return;
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var mapGrid = _mapManager.GetGrid(clickLocation.GetGridId(Owner.EntityManager));
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if (!_mapManager.TryGetGrid(clickLocation.GetGridId(Owner.EntityManager), out var mapGrid))
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return;
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var tile = mapGrid.GetTileRef(clickLocation);
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var coordinates = mapGrid.GridTileToLocal(tile.GridIndices);
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