Fix firelocks failing to drop fast enough (#38918)
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@@ -596,8 +596,17 @@ namespace Content.Server.Atmos.EntitySystems
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if (!reconsiderAdjacent)
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if (!reconsiderAdjacent)
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return;
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return;
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// Before updating the adjacent tile flags that determine whether air is allowed to flow
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// or not, we explicitly update airtight data on these tiles right now.
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// This ensures that UpdateAdjacentTiles has updated data before updating flags.
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// This allows monstermos' floodfill check that determines if firelocks have dropped
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// to work correctly.
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UpdateAirtightData(ent.Owner, ent.Comp1, ent.Comp3, tile);
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UpdateAirtightData(ent.Owner, ent.Comp1, ent.Comp3, other);
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UpdateAdjacentTiles(ent, tile);
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UpdateAdjacentTiles(ent, tile);
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UpdateAdjacentTiles(ent, other);
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UpdateAdjacentTiles(ent, other);
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InvalidateVisuals(ent, tile);
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InvalidateVisuals(ent, tile);
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InvalidateVisuals(ent, other);
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InvalidateVisuals(ent, other);
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}
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}
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