Gameticking warnings cleanup (#36193)

This commit is contained in:
J
2025-03-30 16:29:32 +00:00
committed by GitHub
parent 3fbc50f787
commit 66e2b0ab64
3 changed files with 3 additions and 3 deletions

View File

@@ -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);

View File

@@ -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);

View File

@@ -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 _))
{