Enable nullability in Content.Server (#3685)
This commit is contained in:
@@ -13,8 +13,6 @@ using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.Utility;
|
||||
using Robust.Shared.ViewVariables;
|
||||
@@ -35,8 +33,7 @@ namespace Content.Server.GameObjects.Components.Items.RCD
|
||||
[ViewVariables(VVAccess.ReadWrite)] [DataField("maxAmmo")] public int maxAmmo = 5;
|
||||
public int _ammo; //How much "ammo" we have left. You can refill this with RCD ammo.
|
||||
[ViewVariables(VVAccess.ReadWrite)] [DataField("delay")] private float _delay = 2f;
|
||||
private DoAfterSystem doAfterSystem;
|
||||
|
||||
private DoAfterSystem doAfterSystem = default!;
|
||||
|
||||
///Enum to store the different mode states for clarity.
|
||||
private enum RcdMode
|
||||
@@ -135,7 +132,7 @@ namespace Content.Server.GameObjects.Components.Items.RCD
|
||||
}
|
||||
else //Delete what the user targeted
|
||||
{
|
||||
eventArgs.Target.Delete();
|
||||
eventArgs.Target?.Delete();
|
||||
}
|
||||
break;
|
||||
//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
|
||||
@@ -201,7 +198,7 @@ namespace Content.Server.GameObjects.Components.Items.RCD
|
||||
return false;
|
||||
}
|
||||
//They tried to decon a non-turf but it's not in the whitelist
|
||||
if (eventArgs.Target != null && !eventArgs.Target.TryGetComponent(out RCDDeconstructWhitelist rcd_decon))
|
||||
if (eventArgs.Target != null && !eventArgs.Target.TryGetComponent(out RCDDeconstructWhitelist? deCon))
|
||||
{
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("You can't deconstruct that!"));
|
||||
return false;
|
||||
|
||||
Reference in New Issue
Block a user