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* Implement the singleton methods. * Fix API + Tests. * Move remark. * Typo fix + Proxies. * Pause remarks. * No, really, we don't obey paused! * Release notes. * testdocs. * Poke * The API design axe. * Update Robust.Shared.IntegrationTests/GameObjects/EntityManagerSingletonTests.cs Co-authored-by: pathetic meowmeow <uhhadd@gmail.com> * Remove unused doc comment blerb --------- Co-authored-by: pathetic meowmeow <uhhadd@gmail.com> Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
23 lines
951 B
XML
23 lines
951 B
XML
<entries>
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<entry name="EntityQueryResolve">
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<summary>
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Attempts to look up <typeparamref name="TComp1"/> on the given entity, writing it into the given space
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if it finds it and the space was not already empty.
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</summary>
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<remarks>
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This is preferable to
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<see cref="M:Robust.Shared.GameObjects.EntityQuery`1.TryComp(Robust.Shared.GameObjects.EntityUid,`0@)"/> if it
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is erroneous for the component to not be present, but you don't want to crash the game.<br/>
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This is also preferable if you may have already looked up the component, saving on lookup time.
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</remarks>
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</entry>
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<entry name="SingletonPauseRemark">
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<remarks>
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<para>
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This API does not obey <see cref="MetaDataComponent.EntityPaused"/>.
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If you need to "pause" singleton entities, use an extra marker component that you remove when "pausing" them.
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</para>
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</remarks>
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</entry>
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</entries>
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