GasTileOverlay now uses a struct enumerator for enumerating overlays for a given tile. (#4844)
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@@ -1,5 +1,7 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Content.Client.Atmos.Overlays;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.EntitySystems;
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@@ -22,19 +24,19 @@ namespace Content.Client.Atmos.EntitySystems
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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// Gas overlays
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private readonly float[] _timer = new float[Atmospherics.TotalNumberOfGases];
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private readonly float[][] _frameDelays = new float[Atmospherics.TotalNumberOfGases][];
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private readonly int[] _frameCounter = new int[Atmospherics.TotalNumberOfGases];
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private readonly Texture[][] _frames = new Texture[Atmospherics.TotalNumberOfGases][];
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public readonly float[] Timer = new float[Atmospherics.TotalNumberOfGases];
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public readonly float[][] FrameDelays = new float[Atmospherics.TotalNumberOfGases][];
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public readonly int[] FrameCounter = new int[Atmospherics.TotalNumberOfGases];
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public readonly Texture[][] Frames = new Texture[Atmospherics.TotalNumberOfGases][];
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// Fire overlays
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private const int FireStates = 3;
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private const string FireRsiPath = "/Textures/Effects/fire.rsi";
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public const int FireStates = 3;
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public const string FireRsiPath = "/Textures/Effects/fire.rsi";
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private readonly float[] _fireTimer = new float[FireStates];
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private readonly float[][] _fireFrameDelays = new float[FireStates][];
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private readonly int[] _fireFrameCounter = new int[FireStates];
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private readonly Texture[][] _fireFrames = new Texture[FireStates][];
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public readonly float[] FireTimer = new float[FireStates];
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public readonly float[][] FireFrameDelays = new float[FireStates][];
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public readonly int[] FireFrameCounter = new int[FireStates];
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public readonly Texture[][] FireFrames = new Texture[FireStates][];
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private readonly Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>> _tileData =
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new();
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@@ -56,17 +58,17 @@ namespace Content.Client.Atmos.EntitySystems
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if(!rsi.TryGetState(stateId, out var state)) continue;
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_frames[i] = state.GetFrames(RSI.State.Direction.South);
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_frameDelays[i] = state.GetDelays();
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_frameCounter[i] = 0;
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Frames[i] = state.GetFrames(RSI.State.Direction.South);
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FrameDelays[i] = state.GetDelays();
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FrameCounter[i] = 0;
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break;
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case SpriteSpecifier.Texture texture:
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_frames[i] = new[] {texture.Frame0()};
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_frameDelays[i] = Array.Empty<float>();
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Frames[i] = new[] {texture.Frame0()};
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FrameDelays[i] = Array.Empty<float>();
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break;
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case null:
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_frames[i] = Array.Empty<Texture>();
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_frameDelays[i] = Array.Empty<float>();
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Frames[i] = Array.Empty<Texture>();
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FrameDelays[i] = Array.Empty<float>();
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break;
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}
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}
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@@ -78,9 +80,9 @@ namespace Content.Client.Atmos.EntitySystems
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if (!fire.TryGetState((i+1).ToString(), out var state))
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throw new ArgumentOutOfRangeException($"Fire RSI doesn't have state \"{i}\"!");
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_fireFrames[i] = state.GetFrames(RSI.State.Direction.South);
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_fireFrameDelays[i] = state.GetDelays();
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_fireFrameCounter[i] = 0;
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FireFrames[i] = state.GetFrames(RSI.State.Direction.South);
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FireFrameDelays[i] = state.GetDelays();
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FireFrameCounter[i] = 0;
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}
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var overlayManager = IoCManager.Resolve<IOverlayManager>();
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@@ -139,35 +141,18 @@ namespace Content.Client.Atmos.EntitySystems
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return _tileData.ContainsKey(gridId);
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}
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public IEnumerable<(Texture, Color)> GetOverlays(GridId gridIndex, Vector2i indices)
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public GasOverlayEnumerator GetOverlays(GridId gridIndex, Vector2i indices)
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{
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if (!_tileData.TryGetValue(gridIndex, out var chunks))
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yield break;
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return default;
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var chunkIndex = GetGasChunkIndices(indices);
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if (!chunks.TryGetValue(chunkIndex, out var chunk))
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yield break;
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return default;
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var overlays = chunk.GetData(indices);
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if (overlays.Gas == null)
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yield break;
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var fire = overlays.FireState != 0;
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foreach (var gasData in overlays.Gas)
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{
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var frames = _frames[gasData.Index];
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yield return (frames[_frameCounter[gasData.Index]], Color.White.WithAlpha(gasData.Opacity));
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}
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if (fire)
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{
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var state = overlays.FireState - 1;
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var frames = _fireFrames[state];
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// TODO ATMOS Set color depending on temperature
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yield return (frames[_fireFrameCounter[state]], Color.White);
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}
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return new GasOverlayEnumerator(overlays, this);
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}
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public override void FrameUpdate(float frameTime)
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@@ -176,26 +161,80 @@ namespace Content.Client.Atmos.EntitySystems
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for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
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{
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var delays = _frameDelays[i];
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var delays = FrameDelays[i];
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if (delays.Length == 0) continue;
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var frameCount = _frameCounter[i];
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_timer[i] += frameTime;
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if (!(_timer[i] >= delays[frameCount])) continue;
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_timer[i] = 0f;
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_frameCounter[i] = (frameCount + 1) % _frames[i].Length;
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var frameCount = FrameCounter[i];
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Timer[i] += frameTime;
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if (!(Timer[i] >= delays[frameCount])) continue;
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Timer[i] = 0f;
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FrameCounter[i] = (frameCount + 1) % Frames[i].Length;
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}
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for (var i = 0; i < FireStates; i++)
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{
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var delays = _fireFrameDelays[i];
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var delays = FireFrameDelays[i];
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if (delays.Length == 0) continue;
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var frameCount = _fireFrameCounter[i];
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_fireTimer[i] += frameTime;
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if (!(_fireTimer[i] >= delays[frameCount])) continue;
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_fireTimer[i] = 0f;
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_fireFrameCounter[i] = (frameCount + 1) % _fireFrames[i].Length;
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var frameCount = FireFrameCounter[i];
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FireTimer[i] += frameTime;
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if (!(FireTimer[i] >= delays[frameCount])) continue;
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FireTimer[i] = 0f;
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FireFrameCounter[i] = (frameCount + 1) % FireFrames[i].Length;
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}
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}
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public struct GasOverlayEnumerator : IDisposable
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{
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private readonly GasTileOverlaySystem _system;
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private readonly GasData[]? _data;
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private byte _fireState;
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// TODO: Take Fire Temperature into account, when we code fire color
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private readonly int _length; // We cache the length so we can avoid a pointer dereference, for speed. Brrr.
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private int _current;
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public GasOverlayEnumerator(in GasOverlayData data, GasTileOverlaySystem system)
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{
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// Gas can't be null, as the caller to this constructor already ensured it wasn't.
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_data = data.Gas;
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_fireState = data.FireState;
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_system = system;
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_length = _data?.Length ?? 0;
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_current = 0;
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}
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public bool MoveNext(out (Texture Texture, Color Color) overlay)
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{
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if (_current < _length)
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{
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// Data can't be null here unless length/current are incorrect
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var gas = _data![_current++];
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var frames = _system.Frames[gas.Index];
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overlay = (frames[_system.FrameCounter[gas.Index]], Color.White.WithAlpha(gas.Opacity));
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return true;
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}
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if (_fireState != 0)
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{
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var state = _fireState - 1;
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var frames = _system.FireFrames[state];
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// TODO ATMOS Set color depending on temperature
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overlay = (frames[_system.FireFrameCounter[state]], Color.White);
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// Setting this to zero so we don't get stuck in an infinite loop.
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_fireState = 0;
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return true;
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}
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overlay = default;
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return false;
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}
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public void Dispose()
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{
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}
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}
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}
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@@ -40,9 +40,10 @@ namespace Content.Client.Atmos.Overlays
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foreach (var tile in mapGrid.GetTilesIntersecting(worldBounds))
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{
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foreach (var (texture, color) in _gasTileOverlaySystem.GetOverlays(mapGrid.Index, tile.GridIndices))
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var enumerator = _gasTileOverlaySystem.GetOverlays(mapGrid.Index, tile.GridIndices);
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while (enumerator.MoveNext(out var tuple))
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{
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drawHandle.DrawTexture(texture, new Vector2(tile.X, tile.Y), color);
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drawHandle.DrawTexture(tuple.Texture, new Vector2(tile.X, tile.Y), tuple.Color);
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}
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}
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}
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@@ -45,7 +45,7 @@ namespace Content.Shared.Atmos.EntitySystems
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{
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public readonly byte FireState;
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public readonly float FireTemperature;
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public readonly GasData[] Gas;
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public readonly GasData[]? Gas;
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public readonly int HashCode;
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public GasOverlayData(byte fireState, float fireTemperature, GasData[] gas)
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