if (_ticker.RunLevel != GameRunLevel.PostRound)
{
- _visibilitySystem.AddLayer(uid, visibility, (int) VisibilityFlags.Ghost, false);
- _visibilitySystem.RemoveLayer(uid, visibility, (int) VisibilityFlags.Normal, false);
+ _visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
+ _visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
_visibilitySystem.RefreshVisibility(uid, visibilityComponent: visibility);
}
// Entity can't be seen by ghosts anymore.
if (TryComp(uid, out VisibilityComponent? visibility))
{
- _visibilitySystem.RemoveLayer(uid, visibility, (int) VisibilityFlags.Ghost, false);
- _visibilitySystem.AddLayer(uid, visibility, (int) VisibilityFlags.Normal, false);
+ _visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
+ _visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
_visibilitySystem.RefreshVisibility(uid, visibilityComponent: visibility);
}
{
if (visible)
{
- _visibilitySystem.AddLayer(uid, vis, (int) VisibilityFlags.Normal, false);
- _visibilitySystem.RemoveLayer(uid, vis, (int) VisibilityFlags.Ghost, false);
+ _visibilitySystem.AddLayer((uid, vis), (int) VisibilityFlags.Normal, false);
+ _visibilitySystem.RemoveLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
}
else
{
- _visibilitySystem.AddLayer(uid, vis, (int) VisibilityFlags.Ghost, false);
- _visibilitySystem.RemoveLayer(uid, vis, (int) VisibilityFlags.Normal, false);
+ _visibilitySystem.AddLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
+ _visibilitySystem.RemoveLayer((uid, vis), (int) VisibilityFlags.Normal, false);
}
_visibilitySystem.RefreshVisibility(uid, visibilityComponent: vis);
}
{
var arrowVisibility = EntityManager.EnsureComponent<VisibilityComponent>(arrow);
layer = playerVisibility.Layer;
- _visibilitySystem.SetLayer(arrow, arrowVisibility, layer);
+ _visibilitySystem.SetLayer((arrow, arrowVisibility), (ushort) layer);
}
// Get players that are in range and whose visibility layer matches the arrow's.
-using Content.Server.GameTicking;
+using Content.Server.GameTicking;
using Content.Shared.Eye;
using Content.Shared.Revenant.Components;
using Content.Shared.Revenant.EntitySystems;
if (TryComp<VisibilityComponent>(uid, out var visibility))
{
- _visibilitySystem.RemoveLayer(uid, visibility, (int) VisibilityFlags.Ghost, false);
- _visibilitySystem.AddLayer(uid, visibility, (int) VisibilityFlags.Normal, false);
+ _visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
+ _visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
_visibilitySystem.RefreshVisibility(uid, visibility);
}
}
if (TryComp<VisibilityComponent>(uid, out var visibility) && _ticker.RunLevel != GameRunLevel.PostRound)
{
- _visibilitySystem.AddLayer(uid, visibility, (int) VisibilityFlags.Ghost, false);
- _visibilitySystem.RemoveLayer(uid, visibility, (int) VisibilityFlags.Normal, false);
+ _visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
+ _visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
_visibilitySystem.RefreshVisibility(uid, visibility);
}
}
if (_ticker.RunLevel == GameRunLevel.PostRound && TryComp<VisibilityComponent>(uid, out var visibility))
{
- _visibility.AddLayer(uid, visibility, (int) VisibilityFlags.Ghost, false);
- _visibility.RemoveLayer(uid, visibility, (int) VisibilityFlags.Normal, false);
+ _visibility.AddLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
+ _visibility.RemoveLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
_visibility.RefreshVisibility(uid, visibility);
}
{
if (visible)
{
- _visibility.AddLayer(uid, vis, (int) VisibilityFlags.Normal, false);
- _visibility.RemoveLayer(uid, vis, (int) VisibilityFlags.Ghost, false);
+ _visibility.AddLayer((uid, vis), (int) VisibilityFlags.Normal, false);
+ _visibility.RemoveLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
}
else
{
- _visibility.AddLayer(uid, vis, (int) VisibilityFlags.Ghost, false);
- _visibility.RemoveLayer(uid, vis, (int) VisibilityFlags.Normal, false);
+ _visibility.AddLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
+ _visibility.RemoveLayer((uid, vis), (int) VisibilityFlags.Normal, false);
}
_visibility.RefreshVisibility(uid, vis);
}