Fix not null asserts in guns

This commit is contained in:
DrSmugleaf
2021-03-16 20:23:40 +01:00
parent a5ade526b7
commit d6c1ad8210
3 changed files with 0 additions and 5 deletions

View File

@@ -121,7 +121,6 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
var entity = Owner.EntityManager.SpawnEntity(_projectileId, spawnAt);
DebugTools.AssertNotNull(entity);
return entity;
}

View File

@@ -131,8 +131,6 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
// (Is one chambered?, is the bullet spend)
var chamber = (chamberedExists, false);
DebugTools.AssertNotNull(_chamberContainer.ContainedEntity);
if (chamberedExists && _chamberContainer.ContainedEntity!.TryGetComponent<AmmoComponent>(out var ammo))
{
chamber.Item2 = ammo.Spent;

View File

@@ -84,8 +84,6 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
// (Is one chambered?, is the bullet spend)
var chamber = (chamberedExists, false);
DebugTools.AssertNotNull(_chamberContainer.ContainedEntity);
if (chamberedExists && _chamberContainer.ContainedEntity!.TryGetComponent<AmmoComponent>(out var ammo))
{
chamber.Item2 = ammo.Spent;