Enable nullability in Content.Shared (#3626)
* Enable nullability in Content.Shared * Fix null errors in server * aye github i swear on me mom
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@@ -1,5 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Items.Storage;
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@@ -26,7 +25,6 @@ using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Players;
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namespace Content.Server.GameObjects.EntitySystems.Click
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@@ -143,7 +141,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
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}
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// all activates should only fire when in range / unbostructed
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var activateEventArgs = new ActivateEventArgs { User = user, Target = used };
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var activateEventArgs = new ActivateEventArgs(user, used);
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if (activateEventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
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{
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activateComp.Activate(activateEventArgs);
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@@ -432,10 +430,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
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return;
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var attackBys = attacked.GetAllComponents<IInteractUsing>().OrderByDescending(x => x.Priority);
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var attackByEventArgs = new InteractUsingEventArgs
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{
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User = user, ClickLocation = clickLocation, Using = weapon, Target = attacked
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};
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var attackByEventArgs = new InteractUsingEventArgs(user, clickLocation, weapon, attacked);
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// all AttackBys should only happen when in range / unobstructed, so no range check is needed
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if (attackByEventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
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@@ -474,7 +469,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
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if (message.Handled)
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return;
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var attackHandEventArgs = new InteractHandEventArgs { User = user, Target = attacked };
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var attackHandEventArgs = new InteractHandEventArgs(user, attacked);
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// all attackHands should only fire when in range / unobstructed
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if (attackHandEventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
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@@ -534,7 +529,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
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// Try to use item on any components which have the interface
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foreach (var use in uses)
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{
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if (use.UseEntity(new UseEntityEventArgs { User = user }))
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if (use.UseEntity(new UseEntityEventArgs(user)))
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{
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// If a Use returns a status completion we finish our attack
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return;
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@@ -753,10 +748,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
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return;
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var rangedAttackBys = attacked.GetAllComponents<IRangedInteract>().ToList();
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var rangedAttackByEventArgs = new RangedInteractEventArgs
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{
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User = user, Using = weapon, ClickLocation = clickLocation
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};
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var rangedAttackByEventArgs = new RangedInteractEventArgs(user, weapon, clickLocation);
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// See if we have a ranged attack interaction
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foreach (var t in rangedAttackBys)
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