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