Inline UID

This commit is contained in:
Vera Aguilera Puerto
2021-12-03 15:53:10 +01:00
parent aafb15aff5
commit 7a06db60cf
144 changed files with 890 additions and 882 deletions

View File

@@ -75,7 +75,7 @@ namespace Robust.Server.GameObjects
// As such, we can reset the modified ticks to Zero,
// which indicates "not different from client's own deserialization".
// So the initial data for the component or even the creation doesn't have to be sent over the wire.
foreach (var (netId, component) in GetNetComponents(entity.Uid))
foreach (var (netId, component) in GetNetComponents(entity))
{
// Make sure to ONLY get components that are defined in the prototype.
// Others could be instantiated directly by AddComponent (e.g. ContainerManager).
@@ -222,7 +222,7 @@ namespace Robust.Server.GameObjects
var msg = _networkManager.CreateNetMessage<MsgEntity>();
msg.Type = EntityMessageType.ComponentMessage;
msg.EntityUid = entity.Uid;
msg.EntityUid = entity;
msg.NetId = netId.Value;
msg.ComponentMessage = message;
msg.SourceTick = _gameTiming.CurTick;