Fix namespaces and optimize imports (#1651)

* Fix namespaces and optimize imports

* Cleanup fixes

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes
This commit is contained in:
DrSmugleaf
2020-08-13 14:40:27 +02:00
committed by GitHub
parent 05a76d55f7
commit 4a8ed41e3a
500 changed files with 1044 additions and 1557 deletions

View File

@@ -1,12 +1,9 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Content.Server.GameObjects.EntitySystems.Pathfinding;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Map;
@@ -23,7 +20,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
Chunk = chunk;
}
}
public class PathfindingChunk
{
public TimeSpan LastUpdate { get; private set; }
@@ -53,7 +50,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
CreateNode(tileRef);
}
}
Dirty();
}
@@ -71,7 +68,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
{
var pathfindingSystem = EntitySystem.Get<PathfindingSystem>();
var chunkGrid = pathfindingSystem.Graph[GridId];
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
@@ -159,7 +156,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
}
yield break;
}
// South edge
if (node.TileRef.Y == _indices.Y)