diff --git a/Content.Client/Explosion/ExplosionOverlay.cs b/Content.Client/Explosion/ExplosionOverlay.cs index 6eae8c07d0..ad66e23803 100644 --- a/Content.Client/Explosion/ExplosionOverlay.cs +++ b/Content.Client/Explosion/ExplosionOverlay.cs @@ -35,6 +35,9 @@ public sealed class ExplosionOverlay : Overlay foreach (var (comp, appearance) in _entMan.EntityQuery(true)) { + if (comp.Epicenter.MapId != args.MapId) + continue; + if (!appearance.TryGetData(ExplosionAppearanceData.Progress, out int index)) continue; diff --git a/Content.Client/Explosion/ExplosionVisualsComponent.cs b/Content.Client/Explosion/ExplosionVisualsComponent.cs index 953934b975..a925b3d300 100644 --- a/Content.Client/Explosion/ExplosionVisualsComponent.cs +++ b/Content.Client/Explosion/ExplosionVisualsComponent.cs @@ -7,12 +7,14 @@ namespace Content.Client.Explosion; [ComponentReference(typeof(SharedExplosionVisualsComponent))] public sealed class ExplosionVisualsComponent : SharedExplosionVisualsComponent { - public EntityUid LightEntity; /// - /// How long have we been drawing this explosion, starting from the time the explosion was fully drawn. + /// Uid of the client-side point light entity for this explosion. /// - public float Lifetime; + public EntityUid LightEntity; + /// + /// How intense an explosion needs to be at a given tile in order to progress to the next fire-intensity RSI state. See also + /// public float IntensityPerState; ///