Inline HasComponent entirely
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@@ -178,7 +178,7 @@ namespace Content.Server.Buckle.Components
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}
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}
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if (!user.HasComponent<HandsComponent>())
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if (!IoCManager.Resolve<IEntityManager>().HasComponent<HandsComponent>(user.Uid))
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{
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user.PopupMessage(Loc.GetString("buckle-component-no-hands-message "));
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return false;
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@@ -325,7 +325,7 @@ namespace Content.Server.Buckle.Components
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Appearance?.SetData(BuckleVisuals.Buckled, false);
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if (Owner.HasComponent<KnockedDownComponent>()
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if (IoCManager.Resolve<IEntityManager>().HasComponent<KnockedDownComponent>(Owner.Uid)
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|| (_mobState?.IsIncapacitated() ?? false))
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{
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EntitySystem.Get<StandingStateSystem>().Down(Owner.Uid);
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@@ -92,7 +92,7 @@ namespace Content.Server.Buckle.Systems
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// If the used entity is a person being pulled, prioritize this verb. Conversely, if it is
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// just a held object, the user is probably just trying to sit down.
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verb.Priority = args.Using.HasComponent<ActorComponent>() ? 1 : -1;
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verb.Priority = IoCManager.Resolve<IEntityManager>().HasComponent<ActorComponent>(args.Using.Uid) ? 1 : -1;
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args.Verbs.Add(verb);
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}
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