Fix even more warnings (#11968)

Also more instances of someone using TryComp instead of HasComp

Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2022-10-17 02:49:22 +11:00
committed by GitHub
parent 214d0c1774
commit 1782eb6ad7
22 changed files with 86 additions and 58 deletions

View File

@@ -9,15 +9,16 @@ using Content.Shared.Physics;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Network;
using Robust.Shared.Physics.Systems;
namespace Content.Shared.Standing
{
public sealed class StandingStateSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly INetManager _netMan = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
// If StandingCollisionLayer value is ever changed to more than one layer, the logic needs to be edited.
private const int StandingCollisionLayer = (int) CollisionGroup.MidImpassable;
@@ -96,7 +97,7 @@ namespace Content.Shared.Standing
continue;
standingState.ChangedFixtures.Add(key);
fixture.CollisionMask &= ~StandingCollisionLayer;
_physics.SetCollisionMask(fixture, fixture.CollisionMask & ~StandingCollisionLayer);
}
}
@@ -142,7 +143,7 @@ namespace Content.Shared.Standing
foreach (var key in standingState.ChangedFixtures)
{
if (fixtureComponent.Fixtures.TryGetValue(key, out var fixture))
fixture.CollisionMask |= StandingCollisionLayer;
_physics.SetCollisionMask(fixture, fixture.CollisionMask | StandingCollisionLayer);
}
}
standingState.ChangedFixtures.Clear();