Inline TryGetComponent completely, for real
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@@ -225,7 +225,7 @@ namespace Content.Server.Inventory.Components
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}
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}
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if (Owner.TryGetComponent(out IInventoryController? controller))
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner.Uid, out IInventoryController? controller))
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{
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pass = controller.CanEquip(slot, item.Owner, pass, out var controllerReason);
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reason = controllerReason ?? reason;
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@@ -411,7 +411,7 @@ namespace Content.Server.Inventory.Components
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if (container is not ContainerSlot slot || !_slotContainers.ContainsValue(slot))
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return;
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if (entity.TryGetComponent(out ItemComponent? itemComp))
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity.Uid, out ItemComponent? itemComp))
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{
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itemComp.RemovedFromSlot();
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}
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@@ -434,7 +434,7 @@ namespace Content.Server.Inventory.Components
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var hands = IoCManager.Resolve<IEntityManager>().GetComponent<HandsComponent>(Owner.Uid);
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var activeHand = hands.ActiveHand;
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var activeItem = hands.GetActiveHand;
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if (activeHand != null && activeItem != null && activeItem.Owner.TryGetComponent(out ItemComponent? item))
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if (activeHand != null && activeItem != null && IoCManager.Resolve<IEntityManager>().TryGetComponent(activeItem.Owner.Uid, out ItemComponent? item))
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{
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hands.TryDropNoInteraction();
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if (!Equip(msg.Inventoryslot, item, true, out var reason))
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@@ -511,7 +511,7 @@ namespace Content.Server.Inventory.Components
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if (!HasSlot(msg.Slot)) // client input sanitization
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return;
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var item = GetSlotItem(msg.Slot);
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if (item != null && item.Owner.TryGetComponent(out ServerStorageComponent? storage))
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if (item != null && IoCManager.Resolve<IEntityManager>().TryGetComponent(item.Owner.Uid, out ServerStorageComponent? storage))
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storage.OpenStorageUI(Owner);
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break;
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}
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@@ -38,7 +38,7 @@ namespace Content.Server.Inventory
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}
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// If this doesn't have an item component, then we can't do anything with it.
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if (!item.TryGetComponent(out ItemComponent? itemComp))
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(item.Uid, out ItemComponent? itemComp))
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return DeleteItem();
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// We finally try to equip the item, otherwise we delete it.
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