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@@ -51,14 +51,14 @@ namespace Content.Client.IconSmoothing
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// Yes, we updates ALL smoothing entities surrounding us even if they would never smooth with us.
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// This is simpler to implement. If you want to optimize it be my guest.
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var senderEnt = ev.Sender;
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if (IoCManager.Resolve<IEntityManager>().EntityExists(senderEnt.Uid) &&
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_mapManager.TryGetGrid(IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(senderEnt.Uid).GridID, out var grid1) &&
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IoCManager.Resolve<IEntityManager>().TryGetComponent(senderEnt.Uid, out IconSmoothComponent? iconSmooth)
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if (IoCManager.Resolve<IEntityManager>().EntityExists(senderEnt) &&
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_mapManager.TryGetGrid(IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(senderEnt).GridID, out var grid1) &&
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IoCManager.Resolve<IEntityManager>().TryGetComponent(senderEnt, out IconSmoothComponent? iconSmooth)
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&& iconSmooth.Running)
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{
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var coords = IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(senderEnt.Uid).Coordinates;
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var coords = IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(senderEnt).Coordinates;
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_dirtyEntities.Enqueue(senderEnt.Uid);
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_dirtyEntities.Enqueue(senderEnt);
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AddValidEntities(grid1.GetInDir(coords, Direction.North));
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AddValidEntities(grid1.GetInDir(coords, Direction.South));
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AddValidEntities(grid1.GetInDir(coords, Direction.East));
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