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