Fix 3000 errors
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@@ -47,7 +47,7 @@ namespace Content.Server.Projectiles.Components
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[DataField("soundHitWall")]
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private SoundSpecifier _soundHitWall = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
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public void FireEffects(IEntity user, float distance, Angle angle, IEntity? hitEntity = null)
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public void FireEffects(EntityUid user, float distance, Angle angle, EntityUid hitEntity = null)
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{
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var effectSystem = EntitySystem.Get<EffectSystem>();
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_startTime = _gameTiming.CurTime;
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@@ -98,7 +98,7 @@ namespace Content.Server.Projectiles.Components
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{
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if (!((!IoCManager.Resolve<IEntityManager>().EntityExists(Owner) ? EntityLifeStage.Deleted : IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(Owner).EntityLifeStage) >= EntityLifeStage.Deleted))
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{
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IoCManager.Resolve<IEntityManager>().DeleteEntity((EntityUid) Owner);
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IoCManager.Resolve<IEntityManager>().DeleteEntity(Owner);
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}
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});
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}
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@@ -1,9 +1,7 @@
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using System.Collections.Generic;
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using Content.Shared.Damage;
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using Content.Shared.Projectiles;
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using Content.Shared.Sound;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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@@ -32,7 +30,7 @@ namespace Content.Server.Projectiles.Components
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/// Function that makes the collision of this object ignore a specific entity so we don't collide with ourselves
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/// </summary>
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/// <param name="shooter"></param>
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public void IgnoreEntity(IEntity shooter)
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public void IgnoreEntity(EntityUid shooter)
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{
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Shooter = shooter;
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Dirty();
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