Add interaction checks to all interactions (#923)
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@@ -7,6 +7,7 @@ using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Random;
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@@ -16,6 +17,7 @@ using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timers;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.Utility;
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namespace Content.Server.GameObjects.Components.Movement
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{
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@@ -141,7 +143,7 @@ namespace Content.Server.GameObjects.Components.Movement
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Timer.Spawn(TimeSpan.FromSeconds(_chargeTime + _cooldown), () => SetState(ItemTeleporterState.Off));
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if (_cooldownSound != null)
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{
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var soundPlayer = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>();
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var soundPlayer = EntitySystem.Get<AudioSystem>();
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soundPlayer.Play(_cooldownSound, Owner);
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}
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}
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@@ -227,7 +229,7 @@ namespace Content.Server.GameObjects.Components.Movement
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{
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// Messy maybe?
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GridCoordinates targetGrid = new GridCoordinates(vector, user.Transform.GridID);
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var soundPlayer = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>();
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var soundPlayer = EntitySystem.Get<AudioSystem>();
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// If portals use those, otherwise just move em over
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if (_portalAliveTime > 0.0f)
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