Cleanup warnings in GunSystem (#36629)
* Cleanup warnings in GunSystem * Remove _transform and use shared's TransformSystem instead * Missed one
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@@ -31,7 +31,7 @@ public sealed partial class GunSystem
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}
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else if (gun.BurstActivated)
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{
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var parent = _transform.GetParentUid(uid);
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var parent = TransformSystem.GetParentUid(uid);
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if (HasComp<DamageableComponent>(parent))
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AttemptShoot(parent, uid, gun, gun.ShootCoordinates ?? new EntityCoordinates(uid, gun.DefaultDirection));
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else
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@@ -32,9 +32,9 @@ public sealed partial class GunSystem : SharedGunSystem
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[Dependency] private readonly DamageExamineSystem _damageExamine = default!;
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[Dependency] private readonly PricingSystem _pricing = default!;
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[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly StaminaSystem _stamina = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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private const float DamagePitchVariation = 0.05f;
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@@ -76,16 +76,16 @@ public sealed partial class GunSystem : SharedGunSystem
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}
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}
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var fromMap = fromCoordinates.ToMap(EntityManager, TransformSystem);
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var toMap = toCoordinates.ToMapPos(EntityManager, TransformSystem);
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var fromMap = TransformSystem.ToMapCoordinates(fromCoordinates);
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var toMap = TransformSystem.ToMapCoordinates(toCoordinates).Position;
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var mapDirection = toMap - fromMap.Position;
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var mapAngle = mapDirection.ToAngle();
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var angle = GetRecoilAngle(Timing.CurTime, gun, mapDirection.ToAngle());
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// If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
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var fromEnt = MapManager.TryFindGridAt(fromMap, out var gridUid, out var grid)
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? fromCoordinates.WithEntityId(gridUid, EntityManager)
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: new EntityCoordinates(MapManager.GetMapEntityId(fromMap.MapId), fromMap.Position);
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var fromEnt = MapManager.TryFindGridAt(fromMap, out var gridUid, out _)
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? TransformSystem.WithEntityId(fromCoordinates, gridUid)
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: new EntityCoordinates(_map.GetMapOrInvalid(fromMap.MapId), fromMap.Position);
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// Update shot based on the recoil
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toMap = fromMap.Position + angle.ToVec() * mapDirection.Length();
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@@ -196,7 +196,7 @@ public sealed partial class GunSystem : SharedGunSystem
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break;
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fromEffect = Transform(hit).Coordinates;
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from = fromEffect.ToMap(EntityManager, _transform);
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from = TransformSystem.ToMapCoordinates(fromEffect);
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dir = ev.Direction;
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lastUser = hit;
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}
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@@ -405,13 +405,13 @@ public sealed partial class GunSystem : SharedGunSystem
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if (gridUid != fromCoordinates.EntityId && TryComp(gridUid, out TransformComponent? gridXform))
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{
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var (_, gridRot, gridInvMatrix) = TransformSystem.GetWorldPositionRotationInvMatrix(gridXform);
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var map = _transform.ToMapCoordinates(fromCoordinates);
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var map = TransformSystem.ToMapCoordinates(fromCoordinates);
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fromCoordinates = new EntityCoordinates(gridUid.Value, Vector2.Transform(map.Position, gridInvMatrix));
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angle -= gridRot;
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}
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else
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{
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angle -= _transform.GetWorldRotation(fromXform);
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angle -= TransformSystem.GetWorldRotation(fromXform);
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}
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if (distance >= 1f)
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