Inline TryGetComponent completely, for real

This commit is contained in:
Vera Aguilera Puerto
2021-12-03 14:17:01 +01:00
parent 2ff4ec65d5
commit 69b270017b
425 changed files with 1143 additions and 995 deletions

View File

@@ -1,6 +1,7 @@
using Content.Server.Body.Components;
using Content.Shared.Inventory;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Atmos.Components
@@ -32,7 +33,7 @@ namespace Content.Server.Atmos.Components
if ((EquipmentSlotDefines.SlotMasks[eventArgs.Slot] & _allowedSlots) != _allowedSlots) return;
IsFunctional = true;
if (eventArgs.User.TryGetComponent(out InternalsComponent? internals))
if (IoCManager.Resolve<IEntityManager>().TryGetComponent(eventArgs.User.Uid, out InternalsComponent? internals))
{
ConnectedInternalsEntity = eventArgs.User;
internals.ConnectBreathTool(Owner);
@@ -49,7 +50,7 @@ namespace Content.Server.Atmos.Components
var old = ConnectedInternalsEntity;
ConnectedInternalsEntity = null;
if (old != null && old.TryGetComponent<InternalsComponent>(out var internalsComponent))
if (old != null && IoCManager.Resolve<IEntityManager>().TryGetComponent<InternalsComponent?>(old.Uid, out var internalsComponent))
{
internalsComponent.DisconnectBreathTool();
}