Makes a few EntitySystems use the RaiseNetworkedEvent helper instead of manually calling IEntityNetworkManager.
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@@ -132,12 +132,12 @@ namespace Content.Client.GameObjects.EntitySystems.AI
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if (tooltip == PathfindingDebugMode.Graph)
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{
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EntityManager.EntityNetManager.SendSystemNetworkMessage(new SharedAiDebug.RequestPathfindingGraphMessage());
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RaiseNetworkEvent(new SharedAiDebug.RequestPathfindingGraphMessage());
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}
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if (tooltip == PathfindingDebugMode.Regions)
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{
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EntityManager.EntityNetManager.SendSystemNetworkMessage(new SharedAiDebug.SubscribeReachableMessage());
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RaiseNetworkEvent(new SharedAiDebug.SubscribeReachableMessage());
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}
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// TODO: Request region graph, although the client system messages didn't seem to be going through anymore
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@@ -148,7 +148,7 @@ namespace Content.Client.GameObjects.EntitySystems.AI
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{
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if (mode == PathfindingDebugMode.Regions && (_modes & PathfindingDebugMode.Regions) != 0)
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{
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EntityManager.EntityNetManager.SendSystemNetworkMessage(new SharedAiDebug.UnsubscribeReachableMessage());
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RaiseNetworkEvent(new SharedAiDebug.UnsubscribeReachableMessage());
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}
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_modes &= ~mode;
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@@ -19,7 +19,6 @@ namespace Content.Client.GameObjects.EntitySystems
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{
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[Dependency] private readonly IGameHud _gameHud = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override void Initialize()
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{
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