Gets rid of all ComponentManager usages. (#4707)
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@@ -377,14 +377,14 @@ namespace Content.Server.Fluids.Components
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foreach (var entity in mapGrid.GetInDir(coords, direction))
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{
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if (Owner.EntityManager.ComponentManager.TryGetComponent(entity, out IPhysBody? physics) &&
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if (Owner.EntityManager.TryGetComponent(entity, out IPhysBody? physics) &&
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(physics.CollisionLayer & (int) CollisionGroup.Impassable) != 0)
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{
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puddle = default;
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return false;
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}
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if (Owner.EntityManager.ComponentManager.TryGetComponent(entity, out PuddleComponent? existingPuddle))
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if (Owner.EntityManager.TryGetComponent(entity, out PuddleComponent? existingPuddle))
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{
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if (existingPuddle._overflown)
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{
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@@ -30,7 +30,7 @@ namespace Content.Server.Fluids
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private void HandlePuddleExamined(EntityUid uid, PuddleComponent component, ExaminedEvent args)
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{
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if (ComponentManager.TryGetComponent<SlipperyComponent>(uid, out var slippery) && slippery.Slippery)
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if (EntityManager.TryGetComponent<SlipperyComponent>(uid, out var slippery) && slippery.Slippery)
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{
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args.PushText(Loc.GetString("puddle-component-examine-is-slipper-text"));
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}
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@@ -40,7 +40,7 @@ namespace Content.Server.Fluids
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private void HandleTileChanged(object? sender, TileChangedEventArgs eventArgs)
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{
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// If this gets hammered you could probably queue up all the tile changes every tick but I doubt that would ever happen.
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foreach (var puddle in ComponentManager.EntityQuery<PuddleComponent>(true))
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foreach (var puddle in EntityManager.EntityQuery<PuddleComponent>(true))
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{
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// If the tile becomes space then delete it (potentially change by design)
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var puddleTransform = puddle.Owner.Transform;
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