Fix the last of the compiler warnings.
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@@ -26,7 +26,6 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
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public class AmmoComponent : Component, IExamine
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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public override string Name => "Ammo";
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public BallisticCaliber Caliber => _caliber;
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@@ -9,13 +9,11 @@ namespace Content.Server.GameObjects.EntitySystems
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[UsedImplicitly]
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internal sealed class BatteryDischargerSystem : EntitySystem
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{
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[Dependency] private readonly IPauseManager _pauseManager = default!;
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public override void Update(float frameTime)
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{
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foreach (var comp in ComponentManager.EntityQuery<BatteryDischargerComponent>())
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{
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if (_pauseManager.IsEntityPaused(comp.Owner))
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if (comp.Owner.Paused)
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{
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continue;
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}
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@@ -9,13 +9,11 @@ namespace Content.Server.GameObjects.EntitySystems
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[UsedImplicitly]
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internal sealed class BatteryStorageSystem : EntitySystem
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{
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[Dependency] private readonly IPauseManager _pauseManager = default!;
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public override void Update(float frameTime)
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{
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foreach (var comp in ComponentManager.EntityQuery<BatteryStorageComponent>())
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{
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if (_pauseManager.IsEntityPaused(comp.Owner))
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if (comp.Owner.Paused)
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{
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continue;
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}
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@@ -31,7 +31,6 @@ namespace Content.Server.GameObjects.EntitySystems
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[UsedImplicitly]
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internal class MoverSystem : SharedMoverSystem
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{
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[Dependency] private readonly IPauseManager _pauseManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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@@ -11,14 +11,12 @@ namespace Content.Server.GameObjects.EntitySystems
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[UsedImplicitly]
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internal sealed class PowerApcSystem : EntitySystem
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{
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[Dependency] private readonly IPauseManager _pauseManager = default!;
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public override void Update(float frameTime)
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{
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var uniqueApcNets = new HashSet<IApcNet>(); //could be improved by maintaining set instead of getting collection every frame
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foreach (var apc in ComponentManager.EntityQuery<ApcComponent>())
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{
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if (_pauseManager.IsEntityPaused(apc.Owner))
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if (apc.Owner.Paused)
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{
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continue;
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}
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