Use 'new' expression in places where the type is evident for content (#2590)
* Content.Client * Content.Benchmarks * Content.IntegrationTests * Content.Server * Content.Server.Database * Content.Shared * Content.Tests * Merge fixes Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -37,16 +37,16 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
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/// <summary>
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/// The tiles that have had their atmos data updated since last tick
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/// </summary>
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private readonly Dictionary<GridId, HashSet<Vector2i>> _invalidTiles = new Dictionary<GridId, HashSet<Vector2i>>();
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private readonly Dictionary<GridId, HashSet<Vector2i>> _invalidTiles = new();
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private readonly Dictionary<IPlayerSession, PlayerGasOverlay> _knownPlayerChunks =
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new Dictionary<IPlayerSession, PlayerGasOverlay>();
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new();
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/// <summary>
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/// Gas data stored in chunks to make PVS / bubbling easier.
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/// </summary>
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private readonly Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>> _overlay =
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new Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>>();
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new();
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/// <summary>
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/// How far away do we update gas overlays (minimum; due to chunking further away tiles may also be updated).
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@@ -378,14 +378,14 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
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private sealed class PlayerGasOverlay
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{
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private readonly Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>> _data =
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new Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>>();
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new();
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private readonly Dictionary<GasOverlayChunk, GameTick> _lastSent =
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new Dictionary<GasOverlayChunk, GameTick>();
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new();
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public GasOverlayMessage UpdateClient(GridId grid, List<(Vector2i, GasOverlayData)> data)
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{
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return new GasOverlayMessage(grid, data);
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return new(grid, data);
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}
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public void Reset()
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