-using System.Linq;
+using System.Linq;
using Content.Server.GameTicking;
using Content.Server.Ghost;
using Content.Server.Mind;
[AdminCommand(AdminFlags.Admin)]
public sealed class ForceGhostCommand : LocalizedEntityCommands
{
- [Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
-using System.Text.Json;
+using System.Text.Json;
using Content.Shared.Station.Components;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
EntityUid = coordinates.EntityId;
X = coordinates.X;
Y = coordinates.Y;
- MapUid = coordinates.GetMapUid(entityManager);
+ MapUid = entityManager.System<SharedTransformSystem>().GetMap(coordinates);
}
}
using System.Threading.Tasks;
using Content.Server.Chat.Managers;
using Content.Server.Database;
-using Content.Server.Players;
using Content.Shared.Administration;
using Content.Shared.CCVar;
-using Content.Shared.Info;
using Content.Shared.Players;
using Robust.Server.Console;
using Robust.Server.Player;
// The DB function handles this scenario fine, but it's worth noting.
await _dbManager.UpdateAdminDeadminnedAsync(player.UserId, newState);
}
- catch (Exception e)
+ catch (Exception)
{
_sawmill.Error("Failed to save deadmin state to database for {Admin}", player.UserId);
}
{
var xform = Transform(args.Target);
var fixtures = Comp<FixturesComponent>(args.Target);
- _transformSystem.Unanchor(args.Target); // Just in case.
+ _transformSystem.Unanchor(args.Target, xform); // Just in case.
_physics.SetBodyType(args.Target, BodyType.Dynamic, manager: fixtures, body: physics);
_physics.SetBodyStatus(args.Target, physics, BodyStatus.InAir);
_physics.WakeBody(args.Target, manager: fixtures, body: physics);
-using System.Linq;
+using System.Linq;
using Content.Shared.Administration;
using Content.Shared.Tag;
using Robust.Shared.Prototypes;
public IEnumerable<EntityUid> With(
[CommandInvocationContext] IInvocationContext ctx,
[PipedArgument] IEnumerable<EntityUid> entities,
- [CommandArgument] ValueRef<string, Prototype<TagPrototype>> tag)
+ [CommandArgument] ProtoId<TagPrototype> tag)
{
_tag ??= GetSys<TagSystem>();
- return entities.Where(e => _tag.HasTag(e, tag.Evaluate(ctx)!));
+ return entities.Where(e => _tag.HasTag(e, tag!));
}
[CommandImplementation("add")]
-using System.Linq;
+using System.Linq;
using Content.Server.Administration;
using Content.Server.Station.Systems;
using Content.Shared.Administration;
using Content.Shared.Roles;
+using Robust.Shared.Prototypes;
using Robust.Shared.Toolshed;
using Robust.Shared.Toolshed.Syntax;
using Robust.Shared.Toolshed.TypeParsers;
=> stations.SelectMany(Jobs);
[CommandImplementation("job")]
- public JobSlotRef Job([PipedArgument] EntityUid station, Prototype<JobPrototype> job)
+ public JobSlotRef Job([PipedArgument] EntityUid station, ProtoId<JobPrototype> job)
{
_jobs ??= GetSys<StationJobsSystem>();
- return new JobSlotRef(job.Value.ID, station, _jobs, EntityManager);
+ return new JobSlotRef(job.Id, station, _jobs, EntityManager);
}
[CommandImplementation("job")]
- public IEnumerable<JobSlotRef> Job([PipedArgument] IEnumerable<EntityUid> stations, Prototype<JobPrototype> job)
+ public IEnumerable<JobSlotRef> Job([PipedArgument] IEnumerable<EntityUid> stations, ProtoId<JobPrototype> job)
=> stations.Select(x => Job(x, job));
[CommandImplementation("isinfinite")]