ActionBlocker CanInteract uses EntityUid exclusively

ActionBlockerSystem fully uses EntityUid now!
This commit is contained in:
Vera Aguilera Puerto
2021-11-09 14:54:00 +01:00
parent b6337ffe7a
commit 48f8dd2284
44 changed files with 66 additions and 75 deletions

View File

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

View File

@@ -77,7 +77,7 @@ namespace Content.Server.Arcade.Components
if (!Powered || !eventArgs.User.TryGetComponent(out ActorComponent? actor))
return;
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(eventArgs.User))
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(eventArgs.User.Uid))
return;
_game ??= new SpaceVillainGame(this);