Fix cross-map explosion overlay bug. (#13855)

This commit is contained in:
Leon Friedrich
2023-02-03 00:48:53 +13:00
committed by GitHub
parent 0e56a56ca9
commit 23b90de34d
2 changed files with 8 additions and 3 deletions

View File

@@ -35,6 +35,9 @@ public sealed class ExplosionOverlay : Overlay
foreach (var (comp, appearance) in _entMan.EntityQuery<ExplosionVisualsComponent, AppearanceComponent>(true)) foreach (var (comp, appearance) in _entMan.EntityQuery<ExplosionVisualsComponent, AppearanceComponent>(true))
{ {
if (comp.Epicenter.MapId != args.MapId)
continue;
if (!appearance.TryGetData(ExplosionAppearanceData.Progress, out int index)) if (!appearance.TryGetData(ExplosionAppearanceData.Progress, out int index))
continue; continue;

View File

@@ -7,12 +7,14 @@ namespace Content.Client.Explosion;
[ComponentReference(typeof(SharedExplosionVisualsComponent))] [ComponentReference(typeof(SharedExplosionVisualsComponent))]
public sealed class ExplosionVisualsComponent : SharedExplosionVisualsComponent public sealed class ExplosionVisualsComponent : SharedExplosionVisualsComponent
{ {
public EntityUid LightEntity;
/// <summary> /// <summary>
/// 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.
/// </summary> /// </summary>
public float Lifetime; public EntityUid LightEntity;
/// <summary>
/// How intense an explosion needs to be at a given tile in order to progress to the next fire-intensity RSI state. See also <see cref="FireFrames"/>
/// </summary>
public float IntensityPerState; public float IntensityPerState;
/// <summary> /// <summary>