ECS Atmos Part 4: Moves all atmos logic from TileAtmosphere to AtmosphereSystem. (#4295)
* Moves all atmos logic from TileAtmosphere to AtmosphereSystem. * Atmos uses grid anchoring to check for firelocks instead of grid tile lookups. * CVar for space wind sound * CVar for explosive depressurization
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@@ -2,6 +2,7 @@ using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.Alert;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Stunnable.Components;
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using Content.Server.Temperature.Components;
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using Content.Shared.ActionBlocker;
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@@ -122,7 +123,7 @@ namespace Content.Server.Atmos.Components
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return;
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}
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tile.HotspotExpose(700, 50, true);
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EntitySystem.Get<AtmosphereSystem>().HotspotExpose(tile.GridIndex, tile.GridIndices, 700f, 50f, true);
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var physics = Owner.GetComponent<IPhysBody>();
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@@ -36,7 +36,6 @@ namespace Content.Server.Atmos.Components
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[Dependency] private IServerEntityManager _serverEntityManager = default!;
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[Dependency] private IGameTiming _gameTiming = default!;
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public GridTileLookupSystem GridTileLookupSystem { get; private set; } = default!;
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internal GasTileOverlaySystem GasTileOverlaySystem { get; private set; } = default!;
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public AtmosphereSystem AtmosphereSystem { get; private set; } = default!;
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@@ -182,7 +181,6 @@ namespace Content.Server.Atmos.Components
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}
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}
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GridTileLookupSystem = EntitySystem.Get<GridTileLookupSystem>();
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GasTileOverlaySystem = EntitySystem.Get<GasTileOverlaySystem>();
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AtmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
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