Gameticking warnings cleanup (#36193)
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@@ -33,7 +33,7 @@ namespace Content.Server.GameTicking
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if (args.NewStatus != SessionStatus.Disconnected)
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if (args.NewStatus != SessionStatus.Disconnected)
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{
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{
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mind.Session = session;
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mind.Session = session;
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_pvsOverride.AddSessionOverride(GetNetEntity(mindId.Value), session);
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_pvsOverride.AddSessionOverride(mindId.Value, session);
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}
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}
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DebugTools.Assert(mind.Session == session);
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DebugTools.Assert(mind.Session == session);
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@@ -557,7 +557,7 @@ namespace Content.Server.GameTicking
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if (TryGetEntity(mind.OriginalOwnedEntity, out var entity) && pvsOverride)
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if (TryGetEntity(mind.OriginalOwnedEntity, out var entity) && pvsOverride)
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{
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{
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_pvsOverride.AddGlobalOverride(GetNetEntity(entity.Value), recursive: true);
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_pvsOverride.AddGlobalOverride(entity.Value);
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}
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}
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var roles = _roles.MindGetAllRoleInfo(mindId);
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var roles = _roles.MindGetAllRoleInfo(mindId);
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@@ -427,7 +427,7 @@ namespace Content.Server.GameTicking
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// Ideally engine would just spawn them on grid directly I guess? Right now grid traversal is handling it during
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// Ideally engine would just spawn them on grid directly I guess? Right now grid traversal is handling it during
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// update which means we need to add a hack somewhere around it.
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// update which means we need to add a hack somewhere around it.
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var spawn = _robustRandom.Pick(_possiblePositions);
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var spawn = _robustRandom.Pick(_possiblePositions);
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var toMap = spawn.ToMap(EntityManager, _transform);
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var toMap = _transform.ToMapCoordinates(spawn);
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if (_mapManager.TryFindGridAt(toMap, out var gridUid, out _))
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if (_mapManager.TryFindGridAt(toMap, out var gridUid, out _))
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{
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{
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