Fix component generic usages where IComponent would not be valid (#19482)

This commit is contained in:
DrSmugleaf
2023-08-24 03:10:55 -07:00
committed by GitHub
parent e42148f433
commit 35107f7c2b
27 changed files with 38 additions and 38 deletions

View File

@@ -35,8 +35,8 @@ namespace Content.Client.ContextMenu.UI
(a, b, entMan) => entMan.GetComponent<MetaDataComponent>(a).EntityPrototype!.ID == entMan.GetComponent<MetaDataComponent>(b).EntityPrototype!.ID,
(a, b, entMan) =>
{
entMan.TryGetComponent<SpriteComponent?>(a, out var spriteA);
entMan.TryGetComponent<SpriteComponent?>(b, out var spriteB);
entMan.TryGetComponent(a, out SpriteComponent? spriteA);
entMan.TryGetComponent(b, out SpriteComponent? spriteB);
if (spriteA == null || spriteB == null)
return spriteA == spriteB;

View File

@@ -49,7 +49,7 @@ namespace Content.Client.Instruments.UI
protected override void Open()
{
if (!EntMan.TryGetComponent<InstrumentComponent?>(Owner, out var instrument))
if (!EntMan.TryGetComponent(Owner, out InstrumentComponent? instrument))
return;
Instrument = instrument;

View File

@@ -107,7 +107,7 @@ namespace Content.Client.Radiation.Overlays
{
if (_entityManager.EntityExists(pulseEntity) &&
PulseQualifies(pulseEntity, currentEyeLoc) &&
_entityManager.TryGetComponent<RadiationPulseComponent?>(pulseEntity, out var pulse))
_entityManager.TryGetComponent(pulseEntity, out RadiationPulseComponent? pulse))
{
var shaderInstance = _pulses[pulseEntity];
shaderInstance.instance.CurrentMapCoords = _entityManager.GetComponent<TransformComponent>(pulseEntity).MapPosition;