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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@@ -73,7 +73,7 @@ namespace Content.Server.Atmos.Reactions
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temperature = mixture.Temperature;
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if (temperature > Atmospherics.FireMinimumTemperatureToExist)
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{
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location.HotspotExpose(temperature, mixture.Volume);
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atmosphereSystem.HotspotExpose(location.GridIndex, location.GridIndices, temperature, mixture.Volume);
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foreach (var entity in location.GridIndices.GetEntitiesInTileFast(location.GridIndex))
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{
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@@ -83,7 +83,7 @@ namespace Content.Server.Atmos.Reactions
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}
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}
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location.TemperatureExpose(mixture, temperature, mixture.Volume);
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// TODO ATMOS: location.TemperatureExpose(mixture, temperature, mixture.Volume);
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}
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}
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@@ -63,7 +63,7 @@ namespace Content.Server.Atmos.Reactions
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temperature = mixture.Temperature;
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if (temperature > Atmospherics.FireMinimumTemperatureToExist)
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{
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location.HotspotExpose(temperature, mixture.Volume);
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atmosphereSystem.HotspotExpose(location.GridIndex, location.GridIndices, temperature, mixture.Volume);
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foreach (var entity in location.GridIndices.GetEntitiesInTileFast(location.GridIndex))
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{
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@@ -73,7 +73,7 @@ namespace Content.Server.Atmos.Reactions
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}
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}
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location.TemperatureExpose(mixture, temperature, mixture.Volume);
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// TODO ATMOS: location.TemperatureExpose(mixture, temperature, mixture.Volume);
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}
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}
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