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

@@ -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;