Clean up all missing EntitySystem proxy method uses (#38353)
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@@ -43,7 +43,7 @@ namespace Content.Server.Rotatable
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return;
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// Check if the object is anchored.
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if (EntityManager.TryGetComponent(uid, out PhysicsComponent? physics) && physics.BodyType == BodyType.Static)
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if (TryComp(uid, out PhysicsComponent? physics) && physics.BodyType == BodyType.Static)
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return;
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Verb verb = new()
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@@ -68,14 +68,14 @@ namespace Content.Server.Rotatable
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// Check if the object is anchored, and whether we are still allowed to rotate it.
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if (!component.RotateWhileAnchored &&
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EntityManager.TryGetComponent(uid, out PhysicsComponent? physics) &&
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TryComp(uid, out PhysicsComponent? physics) &&
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physics.BodyType == BodyType.Static)
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return;
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Verb resetRotation = new()
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{
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DoContactInteraction = true,
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Act = () => EntityManager.GetComponent<TransformComponent>(uid).LocalRotation = Angle.Zero,
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Act = () => Comp<TransformComponent>(uid).LocalRotation = Angle.Zero,
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Category = VerbCategory.Rotate,
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/refresh.svg.192dpi.png")),
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Text = "Reset",
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@@ -87,7 +87,7 @@ namespace Content.Server.Rotatable
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// rotate clockwise
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Verb rotateCW = new()
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{
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Act = () => EntityManager.GetComponent<TransformComponent>(uid).LocalRotation -= component.Increment,
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Act = () => Comp<TransformComponent>(uid).LocalRotation -= component.Increment,
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Category = VerbCategory.Rotate,
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/rotate_cw.svg.192dpi.png")),
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Priority = -1,
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@@ -98,7 +98,7 @@ namespace Content.Server.Rotatable
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// rotate counter-clockwise
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Verb rotateCCW = new()
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{
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Act = () => EntityManager.GetComponent<TransformComponent>(uid).LocalRotation += component.Increment,
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Act = () => Comp<TransformComponent>(uid).LocalRotation += component.Increment,
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Category = VerbCategory.Rotate,
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/rotate_ccw.svg.192dpi.png")),
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Priority = 0,
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@@ -112,12 +112,12 @@ namespace Content.Server.Rotatable
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/// </summary>
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public void Flip(EntityUid uid, FlippableComponent component)
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{
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var oldTransform = EntityManager.GetComponent<TransformComponent>(uid);
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var entity = EntityManager.SpawnEntity(component.MirrorEntity, oldTransform.Coordinates);
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var newTransform = EntityManager.GetComponent<TransformComponent>(entity);
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var oldTransform = Comp<TransformComponent>(uid);
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var entity = Spawn(component.MirrorEntity, oldTransform.Coordinates);
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var newTransform = Comp<TransformComponent>(entity);
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newTransform.LocalRotation = oldTransform.LocalRotation;
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_transform.Unanchor(entity, newTransform);
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EntityManager.DeleteEntity(uid);
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Del(uid);
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}
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public bool HandleRotateObjectClockwise(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
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@@ -134,7 +134,7 @@ namespace Content.Server.Rotatable
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return false;
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// Check if the object is anchored, and whether we are still allowed to rotate it.
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if (!rotatableComp.RotateWhileAnchored && EntityManager.TryGetComponent(entity, out PhysicsComponent? physics) &&
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if (!rotatableComp.RotateWhileAnchored && TryComp(entity, out PhysicsComponent? physics) &&
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physics.BodyType == BodyType.Static)
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{
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_popup.PopupEntity(Loc.GetString("rotatable-component-try-rotate-stuck"), entity, player);
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@@ -159,7 +159,7 @@ namespace Content.Server.Rotatable
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return false;
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// Check if the object is anchored, and whether we are still allowed to rotate it.
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if (!rotatableComp.RotateWhileAnchored && EntityManager.TryGetComponent(entity, out PhysicsComponent? physics) &&
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if (!rotatableComp.RotateWhileAnchored && TryComp(entity, out PhysicsComponent? physics) &&
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physics.BodyType == BodyType.Static)
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{
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_popup.PopupEntity(Loc.GetString("rotatable-component-try-rotate-stuck"), entity, player);
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@@ -184,7 +184,7 @@ namespace Content.Server.Rotatable
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return false;
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// Check if the object is anchored.
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if (EntityManager.TryGetComponent(entity, out PhysicsComponent? physics) && physics.BodyType == BodyType.Static)
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if (TryComp(entity, out PhysicsComponent? physics) && physics.BodyType == BodyType.Static)
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{
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_popup.PopupEntity(Loc.GetString("flippable-component-try-flip-is-stuck"), entity, player);
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return false;
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