Refactor Flammable to be ECS. (#4671)
- Refactor IHotItem into IsHotEvent. - Refactor IFireAct into TileFireEvent.
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@@ -5,12 +5,12 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.Atmos.Components
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{
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// TODO: Kill this. With fire.
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/// <summary>
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/// Represents that entity can be exposed to Atmos
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/// </summary>
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[RegisterComponent]
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public class AtmosExposedComponent
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: Component
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public class AtmosExposedComponent : Component
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{
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public override string Name => "AtmosExposed";
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@@ -20,9 +20,6 @@ namespace Content.Server.Atmos.Components
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[ViewVariables]
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[ComponentDependency] private readonly BarotraumaComponent? _barotraumaComponent = null;
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[ViewVariables]
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[ComponentDependency] private readonly FlammableComponent? _flammableComponent = null;
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public void Update(GasMixture air, float frameDelta, AtmosphereSystem atmosphereSystem)
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{
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if (_temperatureComponent != null)
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@@ -35,8 +32,6 @@ namespace Content.Server.Atmos.Components
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}
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_barotraumaComponent?.Update(air.Pressure);
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_flammableComponent?.Update(air);
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}
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}
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}
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