Fix Assumption of Nullable to have value (#41220)

* Fix Potential Test Fail

* Please the maintainer gods
This commit is contained in:
Sir Warock
2025-10-31 18:17:58 +01:00
committed by GitHub
parent ed47827d56
commit 79035cd023
3 changed files with 8 additions and 8 deletions

View File

@@ -4,4 +4,4 @@ namespace Content.Shared.Projectiles;
/// Raised directed on an entity when it embeds into something. /// Raised directed on an entity when it embeds into something.
/// </summary> /// </summary>
[ByRefEvent] [ByRefEvent]
public readonly record struct ProjectileEmbedEvent(EntityUid? Shooter, EntityUid Weapon, EntityUid Embedded); public readonly record struct ProjectileEmbedEvent(EntityUid? Shooter, EntityUid? Weapon, EntityUid Embedded);

View File

@@ -90,11 +90,11 @@ public abstract partial class SharedProjectileSystem : EntitySystem
EmbedAttach(embeddable, args.Target, args.Shooter, embeddable.Comp); EmbedAttach(embeddable, args.Target, args.Shooter, embeddable.Comp);
// Raise a specific event for projectiles. // Raise a specific event for projectiles.
if (TryComp(embeddable, out ProjectileComponent? projectile)) if (!TryComp<ProjectileComponent>(embeddable, out var projectile))
{ return;
var ev = new ProjectileEmbedEvent(projectile.Shooter!.Value, projectile.Weapon!.Value, args.Target);
RaiseLocalEvent(embeddable, ref ev); var ev = new ProjectileEmbedEvent(projectile.Shooter, projectile.Weapon, args.Target);
} RaiseLocalEvent(embeddable, ref ev);
} }
private void EmbedAttach(EntityUid uid, EntityUid target, EntityUid? user, EmbeddableProjectileComponent component) private void EmbedAttach(EntityUid uid, EntityUid target, EntityUid? user, EmbeddableProjectileComponent component)

View File

@@ -225,11 +225,11 @@ public abstract class SharedGrapplingGunSystem : EntitySystem
private void OnGrappleCollide(EntityUid uid, GrapplingProjectileComponent component, ref ProjectileEmbedEvent args) private void OnGrappleCollide(EntityUid uid, GrapplingProjectileComponent component, ref ProjectileEmbedEvent args)
{ {
if (!Timing.IsFirstTimePredicted) if (!Timing.IsFirstTimePredicted || !args.Weapon.HasValue)
return; return;
var jointComp = EnsureComp<JointComponent>(uid); var jointComp = EnsureComp<JointComponent>(uid);
var joint = _joints.CreateDistanceJoint(uid, args.Weapon, anchorA: new Vector2(0f, 0.5f), id: GrapplingJoint); var joint = _joints.CreateDistanceJoint(uid, args.Weapon.Value, anchorA: new Vector2(0f, 0.5f), id: GrapplingJoint);
joint.MaxLength = joint.Length + 0.2f; joint.MaxLength = joint.Length + 0.2f;
joint.Stiffness = 1f; joint.Stiffness = 1f;
joint.MinLength = 0.35f; joint.MinLength = 0.35f;