Remove 700 usages of Component.Owner (#21100)
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@@ -17,9 +17,9 @@ public sealed class CorporealSystem : SharedCorporealSystem
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if (TryComp<VisibilityComponent>(uid, out var visibility))
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{
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_visibilitySystem.RemoveLayer(visibility, (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.AddLayer(visibility, (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RefreshVisibility(visibility);
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_visibilitySystem.RemoveLayer(uid, visibility, (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.AddLayer(uid, visibility, (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RefreshVisibility(uid, visibility);
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}
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}
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@@ -29,9 +29,9 @@ public sealed class CorporealSystem : SharedCorporealSystem
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if (TryComp<VisibilityComponent>(uid, out var visibility) && _ticker.RunLevel != GameRunLevel.PostRound)
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{
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_visibilitySystem.AddLayer(visibility, (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.RemoveLayer(visibility, (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RefreshVisibility(visibility);
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_visibilitySystem.AddLayer(uid, visibility, (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.RemoveLayer(uid, visibility, (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RefreshVisibility(uid, visibility);
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}
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}
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}
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@@ -11,12 +11,13 @@ public sealed class RevenantOverloadedLightsSystem : SharedRevenantOverloadedLig
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{
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[Dependency] private readonly BeamSystem _beam = default!;
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protected override void OnZap(RevenantOverloadedLightsComponent component)
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protected override void OnZap(Entity<RevenantOverloadedLightsComponent> lights)
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{
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var component = lights.Comp;
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if (component.Target == null)
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return;
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var lxform = Transform(component.Owner);
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var lxform = Transform(lights);
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var txform = Transform(component.Target.Value);
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if (!lxform.Coordinates.TryDistance(EntityManager, txform.Coordinates, out var distance))
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@@ -24,6 +25,6 @@ public sealed class RevenantOverloadedLightsSystem : SharedRevenantOverloadedLig
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if (distance > component.ZapRange)
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return;
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_beam.TryCreateBeam(component.Owner, component.Target.Value, component.ZapBeamEntityId);
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_beam.TryCreateBeam(lights, component.Target.Value, component.ZapBeamEntityId);
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}
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}
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@@ -77,9 +77,9 @@ public sealed partial class RevenantSystem : EntitySystem
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if (_ticker.RunLevel == GameRunLevel.PostRound && TryComp<VisibilityComponent>(uid, out var visibility))
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{
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_visibility.AddLayer(visibility, (int) VisibilityFlags.Ghost, false);
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_visibility.RemoveLayer(visibility, (int) VisibilityFlags.Normal, false);
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_visibility.RefreshVisibility(visibility);
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_visibility.AddLayer(uid, visibility, (int) VisibilityFlags.Ghost, false);
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_visibility.RemoveLayer(uid, visibility, (int) VisibilityFlags.Normal, false);
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_visibility.RefreshVisibility(uid, visibility);
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}
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//ghost vision
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@@ -185,19 +185,20 @@ public sealed partial class RevenantSystem : EntitySystem
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public void MakeVisible(bool visible)
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{
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foreach (var (_, vis) in EntityQuery<RevenantComponent, VisibilityComponent>())
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var query = EntityQueryEnumerator<RevenantComponent, VisibilityComponent>();
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while (query.MoveNext(out var uid, out _, out var vis))
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{
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if (visible)
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{
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_visibility.AddLayer(vis, (int) VisibilityFlags.Normal, false);
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_visibility.RemoveLayer(vis, (int) VisibilityFlags.Ghost, false);
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_visibility.AddLayer(uid, vis, (int) VisibilityFlags.Normal, false);
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_visibility.RemoveLayer(uid, vis, (int) VisibilityFlags.Ghost, false);
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}
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else
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{
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_visibility.AddLayer(vis, (int) VisibilityFlags.Ghost, false);
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_visibility.RemoveLayer(vis, (int) VisibilityFlags.Normal, false);
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_visibility.AddLayer(uid, vis, (int) VisibilityFlags.Ghost, false);
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_visibility.RemoveLayer(uid, vis, (int) VisibilityFlags.Normal, false);
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}
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_visibility.RefreshVisibility(vis);
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_visibility.RefreshVisibility(uid, vis);
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}
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}
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@@ -205,7 +206,8 @@ public sealed partial class RevenantSystem : EntitySystem
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{
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base.Update(frameTime);
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foreach (var rev in EntityQuery<RevenantComponent>())
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var query = EntityQueryEnumerator<RevenantComponent>();
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while (query.MoveNext(out var uid, out var rev))
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{
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rev.Accumulator += frameTime;
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@@ -215,7 +217,7 @@ public sealed partial class RevenantSystem : EntitySystem
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if (rev.Essence < rev.EssenceRegenCap)
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{
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ChangeEssenceAmount(rev.Owner, rev.EssencePerSecond, rev, regenCap: true);
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ChangeEssenceAmount(uid, rev.EssencePerSecond, rev, regenCap: true);
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}
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}
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}
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