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>
This commit is contained in:
Plykiya
2024-08-01 18:32:32 -07:00
committed by GitHub
parent dceb562be7
commit e6b67540e4
8 changed files with 119 additions and 121 deletions

View File

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