* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
31 lines
1.0 KiB
C#
31 lines
1.0 KiB
C#
#nullable enable
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystemMessages;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.GameObjects.EntitySystems
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{
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public abstract class SharedCombatModeSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeNetworkEvent<CombatModeSystemMessages.SetCombatModeActiveMessage>(CombatModeActiveHandler);
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SubscribeLocalEvent<CombatModeSystemMessages.SetCombatModeActiveMessage>(CombatModeActiveHandler);
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}
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private void CombatModeActiveHandler(CombatModeSystemMessages.SetCombatModeActiveMessage ev, EntitySessionEventArgs eventArgs)
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{
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var entity = eventArgs.SenderSession?.AttachedEntity;
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if (entity == null || !entity.TryGetComponent(out SharedCombatModeComponent? combatModeComponent))
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{
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return;
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}
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combatModeComponent.IsInCombatMode = ev.Active;
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}
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}
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}
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