Remove most usages of obsolete TransformComponent methods (#19571)
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@@ -18,6 +18,7 @@ namespace Content.Server.Atmos.EntitySystems
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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/// <summary>
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/// Players allowed to see the atmos debug overlay.
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@@ -134,7 +135,7 @@ namespace Content.Server.Atmos.EntitySystems
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var mapIsSpace = _atmosphereSystem.IsTileSpace(null, mapUid, Vector2i.Zero);
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var worldBounds = Box2.CenteredAround(transform.WorldPosition,
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var worldBounds = Box2.CenteredAround(_transform.GetWorldPosition(transform),
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new Vector2(LocalViewRange, LocalViewRange));
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foreach (var grid in _mapManager.FindGridsIntersecting(transform.MapID, worldBounds))
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@@ -15,6 +15,8 @@ namespace Content.Server.Atmos.EntitySystems
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{
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public sealed partial class AtmosphereSystem
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{
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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private const int SpaceWindSoundCooldownCycles = 75;
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private int _spaceWindSoundCooldown = 0;
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@@ -118,7 +120,7 @@ namespace Content.Server.Atmos.EntitySystems
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return;
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// Used by ExperiencePressureDifference to correct push/throw directions from tile-relative to physics world.
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var gridWorldRotation = xforms.GetComponent(gridAtmosphere.Owner).WorldRotation;
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var gridWorldRotation = _transform.GetWorldRotation(gridAtmosphere.Owner);
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// If we're using monstermos, smooth out the yeet direction to follow the flow
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if (MonstermosEqualization)
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@@ -234,7 +236,7 @@ namespace Content.Server.Atmos.EntitySystems
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// TODO: Technically these directions won't be correct but uhh I'm just here for optimisations buddy not to fix my old bugs.
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if (throwTarget != EntityCoordinates.Invalid)
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{
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var pos = ((throwTarget.ToMap(EntityManager).Position - xform.WorldPosition).Normalized() + dirVec).Normalized();
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var pos = ((throwTarget.ToMap(EntityManager).Position - _transform.GetWorldPosition(xform)).Normalized() + dirVec).Normalized();
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_physics.ApplyLinearImpulse(uid, pos * moveForce, body: physics);
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}
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else
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