Inline TryGetComponent completely, for real
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@@ -3,6 +3,8 @@ using Content.Client.Disposal.Components;
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using Content.Client.Disposal.UI;
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using Content.Shared.Disposal;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Client.Disposal.Systems
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{
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@@ -38,7 +40,7 @@ namespace Content.Client.Disposal.Systems
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{
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if (component.Deleted) return true;
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if (!component.Owner.TryGetComponent(out ClientUserInterfaceComponent? userInterface)) return true;
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(component.Owner.Uid, out ClientUserInterfaceComponent? userInterface)) return true;
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var state = component.UiState;
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if (state == null) return true;
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@@ -3,6 +3,7 @@ using Content.Client.Disposal.Systems;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using static Content.Shared.Disposal.Components.SharedDisposalUnitComponent;
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namespace Content.Client.Disposal.UI
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@@ -52,7 +53,7 @@ namespace Content.Client.Disposal.UI
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Window?.UpdateState(cast);
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// Kinda icky but we just want client to handle its own lerping and not flood bandwidth for it.
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if (!Owner.Owner.TryGetComponent(out DisposalUnitComponent? component)) return;
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner.Owner.Uid, out DisposalUnitComponent? component)) return;
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component.UiState = cast;
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EntitySystem.Get<DisposalUnitSystem>().UpdateActive(component, true);
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