Viewport improvements (#3765)
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@@ -107,7 +107,7 @@ namespace Content.Client.StationEvents
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_alphaRateOfChange[entity] = 1.0f / (float) (transitionTime - currentTime).TotalSeconds;
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}
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protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
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protected override void Draw(in OverlayDrawArgs args)
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{
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// PVS should control the overlay pretty well so the overlay doesn't get instantiated unless we're near one...
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var playerEntity = _playerManager.LocalPlayer?.ControlledEntity;
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@@ -124,7 +124,7 @@ namespace Content.Client.StationEvents
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.EntityQuery<RadiationPulseComponent>(true)
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.ToList();
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var screenHandle = (DrawingHandleScreen) handle;
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var screenHandle = args.ScreenHandle;
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var viewport = _eyeManager.GetWorldViewport();
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foreach (var grid in _mapManager.FindGridsIntersecting(playerEntity.Transform.MapID, viewport))
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@@ -134,7 +134,7 @@ namespace Content.Client.StationEvents
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if (!pulse.Draw || grid.Index != pulse.Owner.Transform.GridID) continue;
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// TODO: Check if viewport intersects circle
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var circlePosition = _eyeManager.WorldToScreen(pulse.Owner.Transform.WorldPosition);
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var circlePosition = args.ViewportControl!.WorldToScreen(pulse.Owner.Transform.WorldPosition);
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// change to worldhandle when implemented
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screenHandle.DrawCircle(
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