More (IComponent) shenanigans and also some contaminated IoCManager.Resolve<IEntityManager>() very long yes calls
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@@ -36,7 +36,7 @@ public class SlowContactsSystem : EntitySystem
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foreach (var colliding in _physics.GetCollidingEntities(physicsComponent))
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{
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var ent = ((IComponent) colliding).Owner;
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var ent = colliding.Owner;
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if (!EntityManager.TryGetComponent<SlowContactsComponent>(ent, out var slowContactsComponent))
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continue;
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@@ -49,7 +49,7 @@ public class SlowContactsSystem : EntitySystem
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private void OnEntityExit(EntityUid uid, SlowContactsComponent component, EndCollideEvent args)
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{
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var otherUid = ((IComponent) args.OtherFixture.Body).Owner;
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var otherUid = args.OtherFixture.Body.Owner;
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if (!EntityManager.HasComponent<MovementSpeedModifierComponent>(otherUid)
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|| !EntityManager.HasComponent<SlowsOnContactComponent>(otherUid))
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return;
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@@ -64,7 +64,7 @@ public class SlowContactsSystem : EntitySystem
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private void OnEntityEnter(EntityUid uid, SlowContactsComponent component, StartCollideEvent args)
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{
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var otherUid = ((IComponent) args.OtherFixture.Body).Owner;
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var otherUid = args.OtherFixture.Body.Owner;
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if (!EntityManager.HasComponent<MovementSpeedModifierComponent>(otherUid))
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return;
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if (!_statusCapableInContact.ContainsKey(otherUid))
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