Add interaction checks to all interactions (#923)

This commit is contained in:
chairbender
2020-05-23 02:27:31 -07:00
committed by GitHub
parent af0ec2aeb9
commit 6a4d78cfac
63 changed files with 311 additions and 101 deletions

View File

@@ -2,6 +2,7 @@ using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Sound;
using Robust.Client.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Interfaces.Random;
@@ -9,6 +10,7 @@ using Robust.Shared.IoC;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Timers;
using Robust.Shared.Utility;
namespace Content.Client.GameObjects.Components.Sound
{
@@ -54,7 +56,7 @@ namespace Content.Client.GameObjects.Components.Sound
Timer.Spawn((int) schedule.Delay + (_random.Next((int) schedule.RandomDelay)),() =>
{
if (!schedule.Play) return; // We make sure this hasn't changed.
if (_audioSystem == null) _audioSystem = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>();
if (_audioSystem == null) _audioSystem = EntitySystem.Get<AudioSystem>();
_audioStreams.Add(schedule,_audioSystem.Play(schedule.Filename, Owner, schedule.AudioParams));
if (schedule.Times == 0) return;
@@ -87,7 +89,7 @@ namespace Content.Client.GameObjects.Components.Sound
public override void Initialize()
{
base.Initialize();
IoCManager.Resolve<IEntitySystemManager>().TryGetEntitySystem(out _audioSystem);
EntitySystem.TryGet(out _audioSystem);
}
public override void ExposeData(ObjectSerializer serializer)