Update explosion lookups (#12250)
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@@ -213,6 +213,7 @@ public sealed partial class ExplosionSystem : EntitySystem
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lookup.DynamicTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
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lookup.DynamicTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
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lookup.StaticTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
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lookup.StaticTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
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lookup.SundriesTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
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lookup.SundriesTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
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lookup.StaticSundriesTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
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// process those entities
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// process those entities
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foreach (var xform in list)
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foreach (var xform in list)
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@@ -254,7 +255,6 @@ public sealed partial class ExplosionSystem : EntitySystem
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list.Clear();
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list.Clear();
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lookup.DynamicTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
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lookup.DynamicTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
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lookup.StaticTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
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lookup.SundriesTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
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lookup.SundriesTree.QueryAabb(ref state, GridQueryCallback, gridBox, true);
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foreach (var xform in list)
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foreach (var xform in list)
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@@ -311,6 +311,7 @@ public sealed partial class ExplosionSystem : EntitySystem
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lookup.DynamicTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
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lookup.DynamicTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
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lookup.StaticTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
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lookup.StaticTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
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lookup.SundriesTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
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lookup.SundriesTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
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lookup.StaticSundriesTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
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foreach (var xform in state.Item1)
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foreach (var xform in state.Item1)
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{
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{
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@@ -325,7 +326,6 @@ public sealed partial class ExplosionSystem : EntitySystem
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// lookup is relatively minor computational cost, and throwing is disabled for nukes anyways.
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// lookup is relatively minor computational cost, and throwing is disabled for nukes anyways.
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list.Clear();
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list.Clear();
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lookup.DynamicTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
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lookup.DynamicTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
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lookup.StaticTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
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lookup.SundriesTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
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lookup.SundriesTree.QueryAabb(ref state, SpaceQueryCallback, worldBox, true);
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foreach (var xform in list)
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foreach (var xform in list)
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