Update content vectors to numerics (#17759)
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@@ -10,6 +10,7 @@ using Robust.Shared.Physics.Components;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using System.Linq;
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using System.Numerics;
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namespace Content.Server.Atmos.EntitySystems
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{
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@@ -523,13 +524,13 @@ namespace Content.Server.Atmos.EntitySystems
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if (GridImpulse && tileCount > 0)
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{
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var direction = ((Vector2)_depressurizeTiles[tileCount - 1].GridIndices - tile.GridIndices).Normalized;
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var direction = ((Vector2)_depressurizeTiles[tileCount - 1].GridIndices - tile.GridIndices).Normalized();
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var gridPhysics = Comp<PhysicsComponent>(mapGrid.Owner);
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// TODO ATMOS: Come up with better values for these.
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_physics.ApplyLinearImpulse(mapGrid.Owner, direction * totalMolesRemoved * gridPhysics.Mass, body: gridPhysics);
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_physics.ApplyAngularImpulse(mapGrid.Owner, Vector2.Cross(tile.GridIndices - gridPhysics.LocalCenter, direction) * totalMolesRemoved, body: gridPhysics);
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_physics.ApplyAngularImpulse(mapGrid.Owner, Vector2Helpers.Cross(tile.GridIndices - gridPhysics.LocalCenter, direction) * totalMolesRemoved, body: gridPhysics);
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}
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if(tileCount > 10 && (totalMolesRemoved / tileCount) > 10)
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