Revert "Remove most usages of obsolete TransformComponent methods (#1… (#19714)

This commit is contained in:
metalgearsloth
2023-09-01 12:30:29 +10:00
committed by GitHub
parent 37222930d9
commit 4cfc578011
91 changed files with 227 additions and 315 deletions

View File

@@ -18,7 +18,6 @@ namespace Content.Server.Atmos.EntitySystems
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
/// <summary>
/// Players allowed to see the atmos debug overlay.
@@ -135,7 +134,7 @@ namespace Content.Server.Atmos.EntitySystems
var mapIsSpace = _atmosphereSystem.IsTileSpace(null, mapUid, Vector2i.Zero);
var worldBounds = Box2.CenteredAround(_transform.GetWorldPosition(transform),
var worldBounds = Box2.CenteredAround(transform.WorldPosition,
new Vector2(LocalViewRange, LocalViewRange));
foreach (var grid in _mapManager.FindGridsIntersecting(transform.MapID, worldBounds))

View File

@@ -15,8 +15,6 @@ namespace Content.Server.Atmos.EntitySystems
{
public sealed partial class AtmosphereSystem
{
[Dependency] private readonly SharedTransformSystem _transform = default!;
private const int SpaceWindSoundCooldownCycles = 75;
private int _spaceWindSoundCooldown = 0;
@@ -120,7 +118,7 @@ namespace Content.Server.Atmos.EntitySystems
return;
// Used by ExperiencePressureDifference to correct push/throw directions from tile-relative to physics world.
var gridWorldRotation = _transform.GetWorldRotation(gridAtmosphere.Owner);
var gridWorldRotation = xforms.GetComponent(gridAtmosphere.Owner).WorldRotation;
// If we're using monstermos, smooth out the yeet direction to follow the flow
if (MonstermosEqualization)
@@ -236,7 +234,7 @@ namespace Content.Server.Atmos.EntitySystems
// TODO: Technically these directions won't be correct but uhh I'm just here for optimisations buddy not to fix my old bugs.
if (throwTarget != EntityCoordinates.Invalid)
{
var pos = ((throwTarget.ToMap(EntityManager).Position - _transform.GetWorldPosition(xform)).Normalized() + dirVec).Normalized();
var pos = ((throwTarget.ToMap(EntityManager).Position - xform.WorldPosition).Normalized() + dirVec).Normalized();
_physics.ApplyLinearImpulse(uid, pos * moveForce, body: physics);
}
else