Update MoverController.cs to not use Component.Owner (#29965)
* Update MoverController.cs * Update a bunch of movement code to use Entity<T> * Last errors * wow, there were more errors --------- Co-authored-by: plykiya <plykiya@protonmail.com>
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@@ -30,26 +30,26 @@ namespace Content.Server.Physics.Controllers
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SubscribeLocalEvent<InputMoverComponent, PlayerDetachedEvent>(OnPlayerDetached);
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}
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private void OnRelayPlayerAttached(EntityUid uid, RelayInputMoverComponent component, PlayerAttachedEvent args)
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private void OnRelayPlayerAttached(Entity<RelayInputMoverComponent> entity, ref PlayerAttachedEvent args)
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{
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if (MoverQuery.TryGetComponent(component.RelayEntity, out var inputMover))
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SetMoveInput(inputMover, MoveButtons.None);
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if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
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SetMoveInput((entity.Owner, inputMover), MoveButtons.None);
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}
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private void OnRelayPlayerDetached(EntityUid uid, RelayInputMoverComponent component, PlayerDetachedEvent args)
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private void OnRelayPlayerDetached(Entity<RelayInputMoverComponent> entity, ref PlayerDetachedEvent args)
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{
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if (MoverQuery.TryGetComponent(component.RelayEntity, out var inputMover))
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SetMoveInput(inputMover, MoveButtons.None);
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if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
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SetMoveInput((entity.Owner, inputMover), MoveButtons.None);
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}
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private void OnPlayerAttached(EntityUid uid, InputMoverComponent component, PlayerAttachedEvent args)
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private void OnPlayerAttached(Entity<InputMoverComponent> entity, ref PlayerAttachedEvent args)
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{
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SetMoveInput(component, MoveButtons.None);
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SetMoveInput(entity, MoveButtons.None);
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}
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private void OnPlayerDetached(EntityUid uid, InputMoverComponent component, PlayerDetachedEvent args)
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private void OnPlayerDetached(Entity<InputMoverComponent> entity, ref PlayerDetachedEvent args)
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{
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SetMoveInput(component, MoveButtons.None);
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SetMoveInput(entity, MoveButtons.None);
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}
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protected override bool CanSound()
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