Movement systems warning cleanup (#36161)

* Movement systems warning cleanup

* Revert unnecessary change

* Reverting variable removal and changing entity query

* Reverting VV removals

* LocalEntity does in fact exist
This commit is contained in:
J
2025-03-30 13:06:20 +00:00
committed by GitHub
parent 504e70be2b
commit 4f848e814f
5 changed files with 9 additions and 15 deletions

View File

@@ -1,8 +1,6 @@
using System.Numerics;
using Content.Client.Movement.Components;
using Content.Shared.Camera;
using Content.Shared.Inventory;
using Content.Shared.Movement.Systems;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Shared.Map;
@@ -16,8 +14,6 @@ public sealed partial class EyeCursorOffsetSystem : EntitySystem
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly SharedContentEyeSystem _contentEye = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IClyde _clyde = default!;
// This value is here to make sure the user doesn't have to move their mouse
@@ -42,7 +38,7 @@ public sealed partial class EyeCursorOffsetSystem : EntitySystem
public Vector2? OffsetAfterMouse(EntityUid uid, EyeCursorOffsetComponent? component)
{
var localPlayer = _player.LocalPlayer?.ControlledEntity;
var localPlayer = _player.LocalEntity;
var mousePos = _inputManager.MouseScreenPosition;
var screenSize = _clyde.MainWindow.Size;
var minValue = MathF.Min(screenSize.X / 2, screenSize.Y / 2) * _edgeOffset;