Fix even more warnings (#11968)
Also more instances of someone using TryComp instead of HasComp Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
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@@ -3,6 +3,7 @@ using Robust.Shared.Physics;
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using System.Linq;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Revenant.Components;
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using Robust.Shared.Physics.Systems;
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namespace Content.Shared.Revenant.EntitySystems;
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@@ -15,6 +16,7 @@ public abstract class SharedCorporealSystem : EntitySystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movement = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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public override void Initialize()
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{
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@@ -38,8 +40,8 @@ public abstract class SharedCorporealSystem : EntitySystem
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{
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var fixture = fixtures.Fixtures.Values.First();
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fixture.CollisionMask = (int) (CollisionGroup.SmallMobMask | CollisionGroup.GhostImpassable);
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fixture.CollisionLayer = (int) CollisionGroup.SmallMobLayer;
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_physics.SetCollisionMask(fixture, (int) (CollisionGroup.SmallMobMask | CollisionGroup.GhostImpassable));
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_physics.SetCollisionLayer(fixture, (int) CollisionGroup.SmallMobLayer);
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}
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_movement.RefreshMovementSpeedModifiers(uid);
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}
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@@ -52,8 +54,8 @@ public abstract class SharedCorporealSystem : EntitySystem
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{
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var fixture = fixtures.Fixtures.Values.First();
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fixture.CollisionMask = (int) CollisionGroup.GhostImpassable;
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fixture.CollisionLayer = 0;
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_physics.SetCollisionMask(fixture, (int) CollisionGroup.GhostImpassable);
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_physics.SetCollisionLayer(fixture, 0);
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}
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component.MovementSpeedDebuff = 1; //just so we can avoid annoying code elsewhere
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_movement.RefreshMovementSpeedModifiers(uid);
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