Anti-anomaly fixes (#24634)

- Remove unnecessary mapcoordinates get.
- Remove mapping markers as everything should be ingame entities and this is functioning as an area.
This commit is contained in:
metalgearsloth
2024-01-29 11:51:29 +11:00
committed by GitHub
parent e1901aa6b6
commit 11c69bca3f
2 changed files with 4 additions and 35 deletions

View File

@@ -119,6 +119,8 @@ public sealed partial class AnomalySystem
// don't spawn inside of solid objects
var physQuery = GetEntityQuery<PhysicsComponent>();
var valid = true;
// TODO: This should be using static lookup.
foreach (var ent in gridComp.GetAnchoredEntities(tile))
{
if (!physQuery.TryGetComponent(ent, out var body))
@@ -143,9 +145,9 @@ public sealed partial class AnomalySystem
if (antiXform.MapID != mapPos.MapId)
continue;
var antiCoordinates = _transform.GetMapCoordinates(antiXform);
var antiCoordinates = _transform.GetWorldPosition(antiXform);
var delta = antiCoordinates.Position - mapPos.Position;
var delta = antiCoordinates - mapPos.Position;
if (delta.LengthSquared() < zone.ZoneRadius * zone.ZoneRadius)
{
valid = false;