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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@@ -12,14 +12,14 @@ public abstract partial class SharedMoverController
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SubscribeLocalEvent<RelayInputMoverComponent, AfterAutoHandleStateEvent>(OnAfterRelayState);
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}
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private void OnAfterRelayTargetState(EntityUid uid, MovementRelayTargetComponent component, ref AfterAutoHandleStateEvent args)
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private void OnAfterRelayTargetState(Entity<MovementRelayTargetComponent> entity, ref AfterAutoHandleStateEvent args)
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{
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Physics.UpdateIsPredicted(uid);
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Physics.UpdateIsPredicted(entity.Owner);
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}
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private void OnAfterRelayState(EntityUid uid, RelayInputMoverComponent component, ref AfterAutoHandleStateEvent args)
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private void OnAfterRelayState(Entity<RelayInputMoverComponent> entity, ref AfterAutoHandleStateEvent args)
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{
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Physics.UpdateIsPredicted(uid);
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Physics.UpdateIsPredicted(entity.Owner);
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}
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/// <summary>
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@@ -61,30 +61,30 @@ public abstract partial class SharedMoverController
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Dirty(relayEntity, targetComp);
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}
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private void OnRelayShutdown(EntityUid uid, RelayInputMoverComponent component, ComponentShutdown args)
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private void OnRelayShutdown(Entity<RelayInputMoverComponent> entity, ref ComponentShutdown args)
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{
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Physics.UpdateIsPredicted(uid);
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Physics.UpdateIsPredicted(component.RelayEntity);
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Physics.UpdateIsPredicted(entity.Owner);
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Physics.UpdateIsPredicted(entity.Comp.RelayEntity);
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if (TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover))
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SetMoveInput(inputMover, MoveButtons.None);
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if (TryComp<InputMoverComponent>(entity.Comp.RelayEntity, out var inputMover))
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SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
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if (Timing.ApplyingState)
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return;
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if (TryComp(component.RelayEntity, out MovementRelayTargetComponent? target) && target.LifeStage <= ComponentLifeStage.Running)
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RemComp(component.RelayEntity, target);
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if (TryComp(entity.Comp.RelayEntity, out MovementRelayTargetComponent? target) && target.LifeStage <= ComponentLifeStage.Running)
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RemComp(entity.Comp.RelayEntity, target);
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}
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private void OnTargetRelayShutdown(EntityUid uid, MovementRelayTargetComponent component, ComponentShutdown args)
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private void OnTargetRelayShutdown(Entity<MovementRelayTargetComponent> entity, ref ComponentShutdown args)
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{
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Physics.UpdateIsPredicted(uid);
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Physics.UpdateIsPredicted(component.Source);
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Physics.UpdateIsPredicted(entity.Owner);
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Physics.UpdateIsPredicted(entity.Comp.Source);
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if (Timing.ApplyingState)
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return;
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if (TryComp(component.Source, out RelayInputMoverComponent? relay) && relay.LifeStage <= ComponentLifeStage.Running)
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RemComp(component.Source, relay);
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if (TryComp(entity.Comp.Source, out RelayInputMoverComponent? relay) && relay.LifeStage <= ComponentLifeStage.Running)
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RemComp(entity.Comp.Source, relay);
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}
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}
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