Inline TryGetComponent completely, for real
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@@ -225,7 +225,7 @@ namespace Content.Server.Interaction
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return true;
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}
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if (userEntity.TryGetComponent(out CombatModeComponent? combatMode) && combatMode.IsInCombatMode)
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(userEntity.Uid, out CombatModeComponent? combatMode) && combatMode.IsInCombatMode)
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DoAttack(userEntity, coords, true);
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return true;
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@@ -291,7 +291,7 @@ namespace Content.Server.Interaction
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if (!InRangeUnobstructed(userEntity, pulledObject, popup: true))
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return false;
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if (!pulledObject.TryGetComponent(out SharedPullableComponent? pull))
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(pulledObject.Uid, out SharedPullableComponent? pull))
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return false;
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return _pullSystem.TogglePull(userEntity, pull);
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@@ -309,7 +309,7 @@ namespace Content.Server.Interaction
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public async void UserInteraction(IEntity user, EntityCoordinates coordinates, EntityUid clickedUid, bool altInteract = false)
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{
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// TODO COMBAT Consider using alt-interact for advanced combat? maybe alt-interact disarms?
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if (!altInteract && user.TryGetComponent(out CombatModeComponent? combatMode) && combatMode.IsInCombatMode)
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if (!altInteract && IoCManager.Resolve<IEntityManager>().TryGetComponent(user.Uid, out CombatModeComponent? combatMode) && combatMode.IsInCombatMode)
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{
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DoAttack(user, coordinates, false, clickedUid);
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return;
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@@ -334,7 +334,7 @@ namespace Content.Server.Interaction
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}
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// Verify user has a hand, and find what object they are currently holding in their active hand
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if (!user.TryGetComponent<HandsComponent>(out var hands))
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent<HandsComponent?>(user.Uid, out var hands))
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return;
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var item = hands.GetActiveHand?.Owner;
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@@ -481,7 +481,7 @@ namespace Content.Server.Interaction
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}
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// Verify user has a hand, and find what object they are currently holding in their active hand
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if (user.TryGetComponent<HandsComponent>(out var hands))
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent<HandsComponent?>(user.Uid, out var hands))
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{
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var item = hands.GetActiveHand?.Owner;
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