Inline TryGetComponent completely, for real
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@@ -43,7 +43,7 @@ namespace Content.Shared.Movement.EntitySystems
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if (otherBody.BodyType != BodyType.Dynamic || !otherFixture.Hard) return;
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if (!ourFixture.Body.Owner.TryGetComponent(out IMobMoverComponent? mobMover) || worldNormal == Vector2.Zero) return;
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(ourFixture.Body.Owner.Uid, out IMobMoverComponent? mobMover) || worldNormal == Vector2.Zero) return;
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otherBody.ApplyLinearImpulse(-worldNormal * mobMover.PushStrength * frameTime);
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}
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