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
This commit is contained in:
Tayrtahn
2024-03-19 23:27:02 -04:00
committed by GitHub
parent c28cbe40c3
commit 4a83c36585
74 changed files with 245 additions and 249 deletions

View File

@@ -207,7 +207,7 @@ namespace Content.Shared.StatusEffect
_alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown1);
}
Dirty(status);
Dirty(uid, status);
RaiseLocalEvent(uid, new StatusEffectAddedEvent(uid, key));
return true;
}
@@ -283,7 +283,7 @@ namespace Content.Shared.StatusEffect
RemComp<ActiveStatusEffectsComponent>(uid);
}
Dirty(status);
Dirty(uid, status);
RaiseLocalEvent(uid, new StatusEffectEndedEvent(uid, key));
return true;
}
@@ -307,7 +307,7 @@ namespace Content.Shared.StatusEffect
failed = true;
}
Dirty(status);
Dirty(uid, status);
return failed;
}
@@ -381,7 +381,7 @@ namespace Content.Shared.StatusEffect
_alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown);
}
Dirty(status);
Dirty(uid, status);
return true;
}
@@ -417,7 +417,7 @@ namespace Content.Shared.StatusEffect
_alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown);
}
Dirty(status);
Dirty(uid, status);
return true;
}
@@ -438,7 +438,7 @@ namespace Content.Shared.StatusEffect
status.ActiveEffects[key].Cooldown = (_gameTiming.CurTime, _gameTiming.CurTime + time);
Dirty(status);
Dirty(uid, status);
return true;
}