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

@@ -7,6 +7,7 @@ using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Random;
@@ -16,6 +17,7 @@ using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.Timers;
using Robust.Shared.ViewVariables;
using Robust.Shared.Utility;
namespace Content.Server.GameObjects.Components.Movement
{
@@ -141,7 +143,7 @@ namespace Content.Server.GameObjects.Components.Movement
Timer.Spawn(TimeSpan.FromSeconds(_chargeTime + _cooldown), () => SetState(ItemTeleporterState.Off));
if (_cooldownSound != null)
{
var soundPlayer = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>();
var soundPlayer = EntitySystem.Get<AudioSystem>();
soundPlayer.Play(_cooldownSound, Owner);
}
}
@@ -227,7 +229,7 @@ namespace Content.Server.GameObjects.Components.Movement
{
// Messy maybe?
GridCoordinates targetGrid = new GridCoordinates(vector, user.Transform.GridID);
var soundPlayer = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>();
var soundPlayer = EntitySystem.Get<AudioSystem>();
// If portals use those, otherwise just move em over
if (_portalAliveTime > 0.0f)