Inline TryGetComponent completely, for real

This commit is contained in:
Vera Aguilera Puerto
2021-12-03 14:17:01 +01:00
parent 2ff4ec65d5
commit 69b270017b
425 changed files with 1143 additions and 995 deletions

View File

@@ -3,6 +3,7 @@ using Content.Server.Singularity.Components;
using Content.Shared.Singularity.Components;
using Content.Shared.Tag;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Physics.Dynamics;
namespace Content.Server.Singularity.EntitySystems
@@ -21,7 +22,7 @@ namespace Content.Server.Singularity.EntitySystems
private void HandleParticleCollide(EntityUid uid, ParticleProjectileComponent component, StartCollideEvent args)
{
if (args.OtherFixture.Body.Owner.TryGetComponent<SingularityGeneratorComponent>(out var singularityGeneratorComponent))
if (IoCManager.Resolve<IEntityManager>().TryGetComponent<SingularityGeneratorComponent?>(args.OtherFixture.Body.Owner.Uid, out var singularityGeneratorComponent))
{
singularityGeneratorComponent.Power += component.State switch
{