diff --git a/Content.Server/GameTicking/GameTicker.Player.cs b/Content.Server/GameTicking/GameTicker.Player.cs index f376408130..2c3dcaba43 100644 --- a/Content.Server/GameTicking/GameTicker.Player.cs +++ b/Content.Server/GameTicking/GameTicker.Player.cs @@ -33,7 +33,7 @@ namespace Content.Server.GameTicking if (args.NewStatus != SessionStatus.Disconnected) { mind.Session = session; - _pvsOverride.AddSessionOverride(GetNetEntity(mindId.Value), session); + _pvsOverride.AddSessionOverride(mindId.Value, session); } DebugTools.Assert(mind.Session == session); diff --git a/Content.Server/GameTicking/GameTicker.RoundFlow.cs b/Content.Server/GameTicking/GameTicker.RoundFlow.cs index ce60aae3d9..0e8f8bda1e 100644 --- a/Content.Server/GameTicking/GameTicker.RoundFlow.cs +++ b/Content.Server/GameTicking/GameTicker.RoundFlow.cs @@ -557,7 +557,7 @@ namespace Content.Server.GameTicking if (TryGetEntity(mind.OriginalOwnedEntity, out var entity) && pvsOverride) { - _pvsOverride.AddGlobalOverride(GetNetEntity(entity.Value), recursive: true); + _pvsOverride.AddGlobalOverride(entity.Value); } var roles = _roles.MindGetAllRoleInfo(mindId); diff --git a/Content.Server/GameTicking/GameTicker.Spawning.cs b/Content.Server/GameTicking/GameTicker.Spawning.cs index 561e1cb787..26242925aa 100644 --- a/Content.Server/GameTicking/GameTicker.Spawning.cs +++ b/Content.Server/GameTicking/GameTicker.Spawning.cs @@ -427,7 +427,7 @@ namespace Content.Server.GameTicking // Ideally engine would just spawn them on grid directly I guess? Right now grid traversal is handling it during // update which means we need to add a hack somewhere around it. var spawn = _robustRandom.Pick(_possiblePositions); - var toMap = spawn.ToMap(EntityManager, _transform); + var toMap = _transform.ToMapCoordinates(spawn); if (_mapManager.TryFindGridAt(toMap, out var gridUid, out _)) {