Fix component generic usages where IComponent would not be valid (#19482)
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@@ -107,7 +107,7 @@ namespace Content.Client.Radiation.Overlays
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{
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if (_entityManager.EntityExists(pulseEntity) &&
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PulseQualifies(pulseEntity, currentEyeLoc) &&
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_entityManager.TryGetComponent<RadiationPulseComponent?>(pulseEntity, out var pulse))
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_entityManager.TryGetComponent(pulseEntity, out RadiationPulseComponent? pulse))
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{
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var shaderInstance = _pulses[pulseEntity];
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shaderInstance.instance.CurrentMapCoords = _entityManager.GetComponent<TransformComponent>(pulseEntity).MapPosition;
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