Overlays: Avoid using IEyeManager whenever possible (#5709)
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@@ -15,7 +15,6 @@ namespace Content.Client.Atmos.Overlays
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private readonly AtmosDebugOverlaySystem _atmosDebugOverlaySystem;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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@@ -30,8 +29,8 @@ namespace Content.Client.Atmos.Overlays
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{
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var drawHandle = args.WorldHandle;
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var mapId = _eyeManager.CurrentMap;
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var worldBounds = _eyeManager.GetWorldViewbounds();
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var mapId = args.Viewport.Eye!.Position.MapId;
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var worldBounds = args.WorldBounds;
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// IF YOU ARE ABOUT TO INTRODUCE CHUNKING OR SOME OTHER OPTIMIZATION INTO THIS CODE:
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// -- THINK! --
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@@ -13,7 +13,6 @@ namespace Content.Client.Atmos.Overlays
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private readonly GasTileOverlaySystem _gasTileOverlaySystem;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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@@ -28,8 +27,8 @@ namespace Content.Client.Atmos.Overlays
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{
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var drawHandle = args.WorldHandle;
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var mapId = _eyeManager.CurrentMap;
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var worldBounds = _eyeManager.GetWorldViewbounds();
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var mapId = args.Viewport.Eye!.Position.MapId;
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var worldBounds = args.WorldBounds;
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foreach (var mapGrid in _mapManager.FindGridsIntersecting(mapId, worldBounds))
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{
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