Inline TryGetComponent completely, for real
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@@ -17,7 +17,7 @@ namespace Content.Shared.Movement.Components
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public static bool IsWeightless(this IEntity entity, PhysicsComponent? body = null, EntityCoordinates? coords = null, IMapManager? mapManager = null, IEntityManager? entityManager = null)
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{
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if (body == null)
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entity.TryGetComponent(out body);
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IoCManager.Resolve<IEntityManager>().TryGetComponent(entity.Uid, out body);
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if (IoCManager.Resolve<IEntityManager>().HasComponent<MovementIgnoreGravityComponent>(entity.Uid) ||
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(body?.BodyType & (BodyType.Static | BodyType.Kinematic)) != 0) return false;
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@@ -43,7 +43,7 @@ namespace Content.Shared.Movement.EntitySystems
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if (otherBody.BodyType != BodyType.Dynamic || !otherFixture.Hard) return;
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if (!ourFixture.Body.Owner.TryGetComponent(out IMobMoverComponent? mobMover) || worldNormal == Vector2.Zero) return;
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(ourFixture.Body.Owner.Uid, out IMobMoverComponent? mobMover) || worldNormal == Vector2.Zero) return;
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otherBody.ApplyLinearImpulse(-worldNormal * mobMover.PushStrength * frameTime);
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}
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@@ -166,7 +166,7 @@ namespace Content.Shared.Movement
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return body.BodyStatus == BodyStatus.OnGround &&
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IoCManager.Resolve<IEntityManager>().HasComponent<MobStateComponent>(body.Owner.Uid) &&
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// If we're being pulled then don't mess with our velocity.
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(!body.Owner.TryGetComponent(out SharedPullableComponent? pullable) || !pullable.BeingPulled) &&
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(!IoCManager.Resolve<IEntityManager>().TryGetComponent(body.Owner.Uid, out SharedPullableComponent? pullable) || !pullable.BeingPulled) &&
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_blocker.CanMove(body.OwnerUid);
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}
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@@ -186,7 +186,7 @@ namespace Content.Shared.Movement
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!otherCollider.CanCollide ||
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((collider.CollisionMask & otherCollider.CollisionLayer) == 0 &&
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(otherCollider.CollisionMask & collider.CollisionLayer) == 0) ||
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(otherCollider.Owner.TryGetComponent(out SharedPullableComponent? pullable) && pullable.BeingPulled))
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(IoCManager.Resolve<IEntityManager>().TryGetComponent(otherCollider.Owner.Uid, out SharedPullableComponent? pullable) && pullable.BeingPulled))
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{
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continue;
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}
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