Code cleanup: Dirty(Comp) (#26238)
* Replaced uses of Dirty(Component) with Dirty(Uid, Component) Modified some systems (notably pulling-related) to use uids. * Missed a few * Revert changes to pulling * No
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@@ -207,7 +207,7 @@ namespace Content.Shared.StatusEffect
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_alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown1);
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}
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Dirty(status);
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Dirty(uid, status);
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RaiseLocalEvent(uid, new StatusEffectAddedEvent(uid, key));
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return true;
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}
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@@ -283,7 +283,7 @@ namespace Content.Shared.StatusEffect
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RemComp<ActiveStatusEffectsComponent>(uid);
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}
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Dirty(status);
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Dirty(uid, status);
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RaiseLocalEvent(uid, new StatusEffectEndedEvent(uid, key));
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return true;
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}
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@@ -307,7 +307,7 @@ namespace Content.Shared.StatusEffect
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failed = true;
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}
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Dirty(status);
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Dirty(uid, status);
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return failed;
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}
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@@ -381,7 +381,7 @@ namespace Content.Shared.StatusEffect
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_alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown);
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}
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Dirty(status);
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Dirty(uid, status);
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return true;
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}
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@@ -417,7 +417,7 @@ namespace Content.Shared.StatusEffect
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_alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown);
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}
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Dirty(status);
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Dirty(uid, status);
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return true;
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}
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@@ -438,7 +438,7 @@ namespace Content.Shared.StatusEffect
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status.ActiveEffects[key].Cooldown = (_gameTiming.CurTime, _gameTiming.CurTime + time);
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Dirty(status);
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Dirty(uid, status);
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return true;
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}
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