if (args.NewStatus != SessionStatus.Disconnected)
{
mind.Session = session;
- _pvsOverride.AddSessionOverride(GetNetEntity(mindId.Value), session);
+ _pvsOverride.AddSessionOverride(mindId.Value, session);
}
DebugTools.Assert(mind.Session == session);
if (TryGetEntity(mind.OriginalOwnedEntity, out var entity) && pvsOverride)
{
- _pvsOverride.AddGlobalOverride(GetNetEntity(entity.Value), recursive: true);
+ _pvsOverride.AddGlobalOverride(entity.Value);
}
var roles = _roles.MindGetAllRoleInfo(mindId);
// Ideally engine would just spawn them on grid directly I guess? Right now grid traversal is handling it during
// update which means we need to add a hack somewhere around it.
var spawn = _robustRandom.Pick(_possiblePositions);
- var toMap = spawn.ToMap(EntityManager, _transform);
+ var toMap = _transform.ToMapCoordinates(spawn);
if (_mapManager.TryFindGridAt(toMap, out var gridUid, out _))
{