Fix content.integration tests warnings (#17817)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -1,7 +1,4 @@
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using System;
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using System.Threading.Tasks;
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using Content.Client.Clickable;
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using NUnit.Framework;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.GameObjects;
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@@ -61,7 +58,7 @@ namespace Content.IntegrationTests.Tests
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await server.WaitPost(() =>
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{
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var ent = serverEntManager.SpawnEntity(prototype, testMap.GridCoords);
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serverEntManager.GetComponent<TransformComponent>(ent).WorldRotation = angle;
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serverEntManager.System<SharedTransformSystem>().SetWorldRotation(ent, angle);
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entity = ent;
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});
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@@ -78,7 +75,7 @@ namespace Content.IntegrationTests.Tests
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// these tests currently all assume player eye is 0
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eyeManager.CurrentEye.Rotation = 0;
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var pos = clientEntManager.GetComponent<TransformComponent>(entity).WorldPosition;
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var pos = clientEntManager.System<SharedTransformSystem>().GetWorldPosition(entity);
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var clickable = clientEntManager.GetComponent<ClickableComponent>(entity);
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hit = clickable.CheckClick(sprite, xformQuery.GetComponent(entity), xformQuery, (clickPosX, clickPosY) + pos, eye, out _, out _, out _);
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