Nullability fixes.
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@@ -116,7 +116,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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{
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_pressureDanger = GasAnalyzerDanger.Nominal;
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}
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Dirty();
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_timeSinceSync = 0f;
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}
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@@ -131,11 +131,11 @@ namespace Content.Server.GameObjects.Components.Atmos
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if (session.AttachedEntity == null)
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return;
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if (!session.AttachedEntity.TryGetComponent(out IHandsComponent handsComponent))
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if (!session.AttachedEntity.TryGetComponent(out IHandsComponent? handsComponent))
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return;
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var activeHandEntity = handsComponent?.GetActiveHand?.Owner;
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if (activeHandEntity == null || !activeHandEntity.TryGetComponent(out GasAnalyzerComponent gasAnalyzer))
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if (activeHandEntity == null || !activeHandEntity.TryGetComponent(out GasAnalyzerComponent? gasAnalyzer))
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{
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return;
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}
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@@ -147,7 +147,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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// Check if position is out of range => don't update
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if (!_position.Value.InRange(_mapManager, pos, SharedInteractionSystem.InteractionRange))
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return;
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pos = _position.Value;
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}
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@@ -195,7 +195,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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return;
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}
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if (!player.TryGetComponent(out IHandsComponent handsComponent))
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if (!player.TryGetComponent(out IHandsComponent? handsComponent))
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{
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_notifyManager.PopupMessage(Owner.Transform.GridPosition, player,
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Loc.GetString("You have no hands."));
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@@ -203,7 +203,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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}
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var activeHandEntity = handsComponent.GetActiveHand?.Owner;
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if (activeHandEntity == null || !activeHandEntity.TryGetComponent(out GasAnalyzerComponent gasAnalyzer))
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if (activeHandEntity == null || !activeHandEntity.TryGetComponent(out GasAnalyzerComponent? gasAnalyzer))
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{
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_notifyManager.PopupMessage(serverMsg.Session.AttachedEntity,
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serverMsg.Session.AttachedEntity,
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@@ -225,7 +225,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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return;
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}
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if (eventArgs.User.TryGetComponent(out IActorComponent actor))
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if (eventArgs.User.TryGetComponent(out IActorComponent? actor))
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{
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OpenInterface(actor.playerSession, eventArgs.ClickLocation);
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//TODO: show other sprite when ui open?
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@@ -236,7 +236,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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void IDropped.Dropped(DroppedEventArgs eventArgs)
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{
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if (eventArgs.User.TryGetComponent(out IActorComponent actor))
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if (eventArgs.User.TryGetComponent(out IActorComponent? actor))
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{
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CloseInterface(actor.playerSession);
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//TODO: if other sprite is shown, change again
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@@ -245,7 +245,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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if (eventArgs.User.TryGetComponent(out IActorComponent actor))
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if (eventArgs.User.TryGetComponent(out IActorComponent? actor))
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{
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OpenInterface(actor.playerSession);
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//TODO: show other sprite when ui open?
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