Remove 700 usages of Component.Owner (#21100)
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@@ -1,20 +1,25 @@
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using Content.Server.Administration.Logs;
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using Content.Server.DoAfter;
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using Content.Server.Fluids.Components;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Reaction;
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using Content.Server.Spreader;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Database;
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using Content.Shared.Effects;
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using Content.Shared.Examine;
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using Content.Shared.FixedPoint;
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using Content.Shared.Fluids;
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using Content.Shared.Popups;
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using Content.Shared.Slippery;
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using Content.Shared.Fluids.Components;
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using Content.Shared.Friction;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Maps;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Slippery;
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using Content.Shared.StepTrigger.Components;
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using Content.Shared.StepTrigger.Systems;
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using Robust.Server.GameObjects;
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@@ -22,14 +27,9 @@ using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Player;
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using Solution = Content.Shared.Chemistry.Components.Solution;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Maps;
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using Content.Shared.Effects;
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namespace Content.Server.Fluids.EntitySystems;
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@@ -509,8 +509,11 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
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return false;
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var targets = new List<EntityUid>();
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var reactive = new HashSet<Entity<ReactiveComponent>>();
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_lookup.GetEntitiesInRange(coordinates, 1.0f, reactive);
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// Get reactive entities nearby--if there are some, it'll spill a bit on them instead.
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foreach (var ent in _lookup.GetComponentsInRange<ReactiveComponent>(coordinates, 1.0f))
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foreach (var ent in reactive)
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{
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// sorry! no overload for returning uid, so .owner must be used
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var owner = ent.Owner;
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