Gas tile overlay state handling changes (#12691)
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@@ -1,5 +1,6 @@
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using Content.Client.Atmos.EntitySystems;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Atmos.Prototypes;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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@@ -20,8 +21,6 @@ namespace Content.Client.Atmos.Overlays
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public override OverlaySpace Space => OverlaySpace.WorldSpaceEntities;
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private readonly ShaderInstance _shader;
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public readonly Dictionary<EntityUid, Dictionary<Vector2i, GasOverlayChunk>> TileData = new();
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// Gas overlays
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private readonly float[] _timer;
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private readonly float[][] _frameDelays;
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@@ -139,12 +138,15 @@ namespace Content.Client.Atmos.Overlays
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{
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var drawHandle = args.WorldHandle;
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var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
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var overlayQuery = _entManager.GetEntityQuery<GasTileOverlayComponent>();
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foreach (var mapGrid in _mapManager.FindGridsIntersecting(args.MapId, args.WorldBounds))
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{
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if (!TileData.TryGetValue(mapGrid.Owner, out var gridData) ||
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if (!overlayQuery.TryGetComponent(mapGrid.Owner, out var comp) ||
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!xformQuery.TryGetComponent(mapGrid.Owner, out var gridXform))
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{
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continue;
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}
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var (_, _, worldMatrix, invMatrix) = gridXform.GetWorldPositionRotationMatrixWithInv();
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drawHandle.SetTransform(worldMatrix);
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@@ -160,7 +162,7 @@ namespace Content.Client.Atmos.Overlays
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// by chunk, even though its currently slower.
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drawHandle.UseShader(null);
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foreach (var chunk in gridData.Values)
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foreach (var chunk in comp.Chunks.Values)
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{
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var enumerator = new GasChunkEnumerator(chunk);
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@@ -184,7 +186,7 @@ namespace Content.Client.Atmos.Overlays
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// And again for fire, with the unshaded shader
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drawHandle.UseShader(_shader);
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foreach (var chunk in gridData.Values)
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foreach (var chunk in comp.Chunks.Values)
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{
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var enumerator = new GasChunkEnumerator(chunk);
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