diff --git a/Content.Client/ClientNotifyManager.cs b/Content.Client/ClientNotifyManager.cs index 4fba8f5f10..dbed63f0e2 100644 --- a/Content.Client/ClientNotifyManager.cs +++ b/Content.Client/ClientNotifyManager.cs @@ -71,11 +71,6 @@ namespace Content.Client public void FrameUpdate(FrameEventArgs eventArgs) { - foreach (var label in _aliveLabels) - { - label.Update(eventArgs); - } - _aliveLabels.RemoveAll(l => l.Disposed); } @@ -91,7 +86,7 @@ namespace Content.Client FontColorShadowOverride = Color.Black; } - public void Update(FrameEventArgs eventArgs) + protected override void Update(FrameEventArgs eventArgs) { _timeLeft += eventArgs.DeltaSeconds; LayoutContainer.SetPosition(this, InitialPos - (0, 20 * (_timeLeft * _timeLeft + _timeLeft))); diff --git a/Content.Server/GameObjects/Components/Weapon/Melee/MeleeWeaponComponent.cs b/Content.Server/GameObjects/Components/Weapon/Melee/MeleeWeaponComponent.cs index 42191108c0..991aa578a0 100644 --- a/Content.Server/GameObjects/Components/Weapon/Melee/MeleeWeaponComponent.cs +++ b/Content.Server/GameObjects/Components/Weapon/Melee/MeleeWeaponComponent.cs @@ -125,12 +125,12 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee // Maybe make this increment count depend on the width/length? const int increments = 5; var widthRad = Angle.FromDegrees(ArcWidth); - var increment = widthRad / 5; + var increment = widthRad / increments; var baseAngle = angle - widthRad / 2; var resSet = new HashSet(); - for (var i = 0; i < 5; i++) + for (var i = 0; i < increments; i++) { var castAngle = new Angle(baseAngle + increment * i); var res = _physicsManager.IntersectRay(new Ray(position, castAngle.ToVec(), 19), _range, ignore);