Enable nullability in Content.Client (#3257)

* Enable nullability in Content.Client

* Remove #nullable enable

* Merge fixes

* Remove Debug.Assert

* Merge fixes

* Fix build

* Fix build
This commit is contained in:
DrSmugleaf
2021-03-10 14:48:29 +01:00
committed by GitHub
parent 4f9bd4e802
commit 902aa128c2
270 changed files with 1774 additions and 1550 deletions

View File

@@ -24,8 +24,8 @@ namespace Content.Client.GameObjects.EntitySystems
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
private InputSystem _inputSystem;
private CombatModeSystem _combatModeSystem;
private InputSystem _inputSystem = default!;
private CombatModeSystem _combatModeSystem = default!;
private bool _blocked;
private int _shotCounter;
@@ -34,8 +34,8 @@ namespace Content.Client.GameObjects.EntitySystems
base.Initialize();
IoCManager.InjectDependencies(this);
_inputSystem = EntitySystemManager.GetEntitySystem<InputSystem>();
_combatModeSystem = EntitySystemManager.GetEntitySystem<CombatModeSystem>();
_inputSystem = Get<InputSystem>();
_combatModeSystem = Get<CombatModeSystem>();
}
public override void Update(float frameTime)
@@ -55,14 +55,14 @@ namespace Content.Client.GameObjects.EntitySystems
return;
}
var entity = _playerManager.LocalPlayer.ControlledEntity;
if (entity == null || !entity.TryGetComponent(out HandsComponent hands))
var entity = _playerManager.LocalPlayer?.ControlledEntity;
if (entity == null || !entity.TryGetComponent(out HandsComponent? hands))
{
return;
}
var held = hands.ActiveHand;
if (held == null || !held.TryGetComponent(out ClientRangedWeaponComponent weapon))
if (held == null || !held.TryGetComponent(out ClientRangedWeaponComponent? weapon))
{
_blocked = true;
return;