Fix SOME test fails (#4588)
* Increase SpawnAndDeleteAllEntitiesOnDifferentMaps test simulation time (#38901) wait longer * Reduce LevelOfParallelism to 2 for integration tests (#39566) less paralelliism * Fix Assumption of Nullable to have value (#41220) * Fix Potential Test Fail * Please the maintainer gods --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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@ -5,4 +5,4 @@
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// https://github.com/dotnet/runtime/issues/107197
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// So we can't really parallelize integration tests harder either until the runtime fixes that,
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// *or* we fix serv3 to not spam expression trees.
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[assembly: LevelOfParallelism(3)]
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[assembly: LevelOfParallelism(2)]
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@ -4,4 +4,4 @@ namespace Content.Shared.Projectiles;
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/// Raised directed on an entity when it embeds into something.
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/// </summary>
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[ByRefEvent]
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public readonly record struct ProjectileEmbedEvent(EntityUid? Shooter, EntityUid Weapon, EntityUid Embedded);
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public readonly record struct ProjectileEmbedEvent(EntityUid? Shooter, EntityUid? Weapon, EntityUid Embedded);
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@ -94,11 +94,11 @@ public abstract partial class SharedProjectileSystem : EntitySystem
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EmbedAttach(embeddable, args.Target, args.Shooter, embeddable.Comp);
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// Raise a specific event for projectiles.
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if (TryComp(embeddable, out ProjectileComponent? projectile))
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{
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var ev = new ProjectileEmbedEvent(projectile.Shooter!.Value, projectile.Weapon!.Value, args.Target);
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RaiseLocalEvent(embeddable, ref ev);
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}
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if (!TryComp<ProjectileComponent>(embeddable, out var projectile))
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return;
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var ev = new ProjectileEmbedEvent(projectile.Shooter, projectile.Weapon, args.Target);
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RaiseLocalEvent(embeddable, ref ev);
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}
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private void EmbedAttach(EntityUid uid, EntityUid target, EntityUid? user, EmbeddableProjectileComponent component)
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@ -205,11 +205,11 @@ public abstract class SharedGrapplingGunSystem : EntitySystem
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private void OnGrappleCollide(EntityUid uid, GrapplingProjectileComponent component, ref ProjectileEmbedEvent args)
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{
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if (!Timing.IsFirstTimePredicted)
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if (!Timing.IsFirstTimePredicted || !args.Weapon.HasValue)
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return;
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var jointComp = EnsureComp<JointComponent>(uid);
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var joint = _joints.CreateDistanceJoint(uid, args.Weapon, anchorA: new Vector2(0f, 0.5f), id: GrapplingJoint);
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var joint = _joints.CreateDistanceJoint(uid, args.Weapon.Value, anchorA: new Vector2(0f, 0.5f), id: GrapplingJoint);
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joint.MaxLength = joint.Length + 0.2f;
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joint.Stiffness = 1f;
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joint.MinLength = 0.35f;
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