Stops the exception spam in console about PlayWeaponArc when the client is outside the PVS of a weapon swing. This does not fix the bug, just catches it.
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using Content.Client.GameObjects.Components.Mobs;
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using Content.Client.GameObjects.Components.Mobs;
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using Content.Client.GameObjects.Components.Weapons.Melee;
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using Content.Client.GameObjects.Components.Weapons.Melee;
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using Content.Shared.GameObjects.Components.Weapons.Melee;
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using Content.Shared.GameObjects.Components.Weapons.Melee;
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@@ -14,7 +14,6 @@ using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timers;
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using static Content.Shared.GameObjects.EntitySystemMessages.MeleeWeaponSystemMessages;
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using static Content.Shared.GameObjects.EntitySystemMessages.MeleeWeaponSystemMessages;
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namespace Content.Client.GameObjects.EntitySystems
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namespace Content.Client.GameObjects.EntitySystems
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@@ -49,7 +48,12 @@ namespace Content.Client.GameObjects.EntitySystems
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return;
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return;
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}
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}
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var attacker = EntityManager.GetEntity(msg.Attacker);
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if (!EntityManager.TryGetEntity(msg.Attacker, out var attacker))
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{
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//FIXME: This should never happen.
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Logger.Error($"Tried to play a weapon arc {msg.ArcPrototype}, but the attacker does not exist. attacker={msg.Attacker}, source={msg.Source}");
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return;
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}
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if (!attacker.Deleted)
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if (!attacker.Deleted)
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{
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{
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