ActionBlocker CanInteract uses EntityUid exclusively
ActionBlockerSystem fully uses EntityUid now!
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@@ -52,7 +52,7 @@ namespace Content.Server.Arcade.Components
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if(!Powered || !eventArgs.User.TryGetComponent(out ActorComponent? actor))
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return;
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if(!EntitySystem.Get<ActionBlockerSystem>().CanInteract(eventArgs.User))
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if(!EntitySystem.Get<ActionBlockerSystem>().CanInteract(eventArgs.User.Uid))
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return;
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UserInterface?.Toggle(actor.PlayerSession);
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@@ -131,7 +131,7 @@ namespace Content.Server.Arcade.Components
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if (obj.Session != _player) break;
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// TODO: Should this check if the Owner can interact...?
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if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(Owner))
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if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(OwnerUid))
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{
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DeactivePlayer(obj.Session);
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break;
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@@ -77,7 +77,7 @@ namespace Content.Server.Arcade.Components
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if (!Powered || !eventArgs.User.TryGetComponent(out ActorComponent? actor))
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return;
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if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(eventArgs.User))
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if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(eventArgs.User.Uid))
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return;
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_game ??= new SpaceVillainGame(this);
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