Make systems default to no paused comps (#2475)
* Make systems default to no paused comps * Restore old paused But with a new name Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -9,7 +9,7 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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{
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public override void Update(float frameTime)
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public override void Update(float frameTime)
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{
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{
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foreach (var comp in ComponentManager.EntityQuery<BatteryComponent>(false))
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foreach (var comp in ComponentManager.EntityQuery<BatteryComponent>())
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{
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{
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comp.OnUpdate(frameTime);
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comp.OnUpdate(frameTime);
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}
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}
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@@ -57,7 +57,7 @@ namespace Content.Server.GameObjects.EntitySystems
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public override void Update(float frameTime)
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public override void Update(float frameTime)
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{
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{
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foreach (var (moverComponent, collidableComponent) in EntityManager.ComponentManager.EntityQuery<IMoverComponent, IPhysicsComponent>(false))
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foreach (var (moverComponent, collidableComponent) in EntityManager.ComponentManager.EntityQuery<IMoverComponent, IPhysicsComponent>())
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{
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{
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var entity = moverComponent.Owner;
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var entity = moverComponent.Owner;
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UpdateKinematics(entity.Transform, moverComponent, collidableComponent);
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UpdateKinematics(entity.Transform, moverComponent, collidableComponent);
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@@ -13,7 +13,7 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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{
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public override void Update(float frameTime)
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public override void Update(float frameTime)
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{
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{
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var uniqueApcNets = new HashSet<IApcNet>(); //could be improved by maintaining set instead of getting collection every frame
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var uniqueApcNets = new HashSet<IApcNet>(); //could be improved by maintaining set instead of getting collection every frame
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foreach (var apc in ComponentManager.EntityQuery<ApcComponent>(false))
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foreach (var apc in ComponentManager.EntityQuery<ApcComponent>(false))
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{
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{
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uniqueApcNets.Add(apc.Net);
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uniqueApcNets.Add(apc.Net);
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