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>
This commit is contained in:
Pieter-Jan Briers
2024-02-13 22:48:39 +01:00
committed by GitHub
parent d0c174388c
commit 68ce53ae17
210 changed files with 481 additions and 930 deletions

View File

@@ -30,13 +30,13 @@ namespace Content.Client.Physics.Controllers
private void OnUpdatePredicted(EntityUid uid, InputMoverComponent component, ref UpdateIsPredictedEvent args)
{
// Enable prediction if an entity is controlled by the player
if (uid == _playerManager.LocalPlayer?.ControlledEntity)
if (uid == _playerManager.LocalEntity)
args.IsPredicted = true;
}
private void OnUpdateRelayTargetPredicted(EntityUid uid, MovementRelayTargetComponent component, ref UpdateIsPredictedEvent args)
{
if (component.Source == _playerManager.LocalPlayer?.ControlledEntity)
if (component.Source == _playerManager.LocalEntity)
args.IsPredicted = true;
}
@@ -45,7 +45,7 @@ namespace Content.Client.Physics.Controllers
// Enable prediction if an entity is being pulled by the player.
// Disable prediction if an entity is being pulled by some non-player entity.
if (component.Puller == _playerManager.LocalPlayer?.ControlledEntity)
if (component.Puller == _playerManager.LocalEntity)
args.IsPredicted = true;
else if (component.Puller != null)
args.BlockPrediction = true;
@@ -84,7 +84,7 @@ namespace Content.Client.Physics.Controllers
{
base.UpdateBeforeSolve(prediction, frameTime);
if (_playerManager.LocalPlayer?.ControlledEntity is not {Valid: true} player)
if (_playerManager.LocalEntity is not {Valid: true} player)
return;
if (RelayQuery.TryGetComponent(player, out var relayMover))