Cleanup AnchorableSystem (#37753)
* The easy part * Overload and obsolete * Internal cleanup * Update all references to new overload
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@@ -29,7 +29,7 @@ public sealed partial class DungeonJob
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if (dungeon.Entrances.Contains(neighbor))
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continue;
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if (!_anchorable.TileFree(_grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (!_anchorable.TileFree((_gridUid, _grid), neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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tiles.Add((neighbor, _tile.GetVariantTile((ContentTileDefinition) tileDef, random)));
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@@ -40,7 +40,7 @@ public sealed partial class DungeonJob
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if (dungeon.RoomTiles.Contains(index))
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continue;
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if (!_anchorable.TileFree(_grid, index, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (!_anchorable.TileFree((_gridUid, _grid), index, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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tiles.Add((index, _tile.GetVariantTile((ContentTileDefinition)tileDef, random)));
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@@ -53,7 +53,7 @@ public sealed partial class DungeonJob
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{
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var index = tiles[i];
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if (!_anchorable.TileFree(_grid, index.Index, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (!_anchorable.TileFree((_gridUid, _grid), index.Index, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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// If no cardinal neighbors in dungeon then we're a corner.
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