Reduced Warning Count By 130 For Full Rebuilds (#26518)

* remove deprecated entity coordinate extension functions. Reduces warning count by approximately 50

* final toCoords Removed

* Remove all unused variables and dead code paths

* remove always true variable, should be a cvar or something instead

* remove superfluous variables from tests
This commit is contained in:
Jake Huxell
2024-03-29 01:28:16 -04:00
committed by GitHub
parent cdfa7c3c70
commit 59e46aab93
69 changed files with 101 additions and 256 deletions

View File

@@ -1,4 +1,3 @@
using System.Linq;
using System.Numerics;
using Content.Shared.CCVar;
using Content.Shared.Damage;
@@ -17,7 +16,6 @@ using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
namespace Content.Server.Explosion.EntitySystems;
@@ -48,13 +46,6 @@ public sealed partial class ExplosionSystem
/// </summary>
private Explosion? _activeExplosion;
/// <summary>
/// While processing an explosion, the "progress" is sent to clients, so that the explosion fireball effect
/// syncs up with the damage. When the tile iteration increments, an update needs to be sent to clients.
/// This integer keeps track of the last value sent to clients.
/// </summary>
private int _previousTileIteration;
/// <summary>
/// This list is used when raising <see cref="BeforeExplodeEvent"/> to avoid allocating a new list per event.
/// </summary>
@@ -112,8 +103,6 @@ public sealed partial class ExplosionSystem
if (_activeExplosion == null)
continue;
_previousTileIteration = 0;
// just a lil nap
if (SleepNodeSys)
{