Random spontaneous cleanup PR (#25131)
* Use new Subs.CVar helper Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe. This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown. * Fix a bunch of warnings * More warning fixes * Use new DateTime serializer to get rid of ISerializationHooks in changelog code. * Get rid of some more ISerializationHooks for enums * And a little more * Apply suggestions from code review Co-authored-by: 0x6273 <0x40@keemail.me> --------- Co-authored-by: 0x6273 <0x40@keemail.me>
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@@ -28,7 +28,7 @@ public sealed class CombatModeSystem : SharedCombatModeSystem
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SubscribeLocalEvent<CombatModeComponent, AfterAutoHandleStateEvent>(OnHandleState);
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_cfg.OnValueChanged(CCVars.CombatModeIndicatorsPointShow, OnShowCombatIndicatorsChanged, true);
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Subs.CVar(_cfg, CCVars.CombatModeIndicatorsPointShow, OnShowCombatIndicatorsChanged, true);
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}
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private void OnHandleState(EntityUid uid, CombatModeComponent component, ref AfterAutoHandleStateEvent args)
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@@ -38,7 +38,6 @@ public sealed class CombatModeSystem : SharedCombatModeSystem
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public override void Shutdown()
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{
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_cfg.UnsubValueChanged(CCVars.CombatModeIndicatorsPointShow, OnShowCombatIndicatorsChanged);
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_overlayManager.RemoveOverlay<CombatModeIndicatorsOverlay>();
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base.Shutdown();
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@@ -46,7 +45,7 @@ public sealed class CombatModeSystem : SharedCombatModeSystem
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public bool IsInCombatMode()
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{
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var entity = _playerManager.LocalPlayer?.ControlledEntity;
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var entity = _playerManager.LocalEntity;
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if (entity == null)
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return false;
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@@ -67,7 +66,7 @@ public sealed class CombatModeSystem : SharedCombatModeSystem
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private void UpdateHud(EntityUid entity)
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{
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if (entity != _playerManager.LocalPlayer?.ControlledEntity || !Timing.IsFirstTimePredicted)
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if (entity != _playerManager.LocalEntity || !Timing.IsFirstTimePredicted)
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{
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return;
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}
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