Use 'new' expression in places where the type is evident for content (#2590)
* Content.Client * Content.Benchmarks * Content.IntegrationTests * Content.Server * Content.Server.Database * Content.Shared * Content.Tests * Merge fixes Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -21,11 +21,11 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private readonly Dictionary<byte, PanelContainer> _doAfterControls = new Dictionary<byte, PanelContainer>();
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private readonly Dictionary<byte, DoAfterBar> _doAfterBars = new Dictionary<byte, DoAfterBar>();
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private readonly Dictionary<byte, PanelContainer> _doAfterControls = new();
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private readonly Dictionary<byte, DoAfterBar> _doAfterBars = new();
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// We'll store cancellations for a little bit just so we can flash the graphic to indicate it's cancelled
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private readonly Dictionary<byte, TimeSpan> _cancelledDoAfters = new Dictionary<byte, TimeSpan>();
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private readonly Dictionary<byte, TimeSpan> _cancelledDoAfters = new();
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public IEntity? AttachedEntity { get; set; }
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private ScreenCoordinates _playerPosition;
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@@ -35,7 +35,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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// Each component in range will have its own vBox which we need to keep track of so if they go out of range or
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// come into range it needs altering
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private readonly HashSet<DoAfterComponent> _knownComponents = new HashSet<DoAfterComponent>();
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private readonly HashSet<DoAfterComponent> _knownComponents = new();
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private IEntity? _attachedEntity;
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