Make PathfindingSystem take a nap during large explosions (#12309)
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@@ -3,6 +3,7 @@ using Content.Server.Administration.Logs;
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using Content.Server.Atmos.Components;
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using Content.Server.Explosion.Components;
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using Content.Server.NodeContainer.EntitySystems;
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using Content.Server.NPC.Pathfinding;
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using Content.Shared.Camera;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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@@ -32,6 +33,7 @@ public sealed partial class ExplosionSystem : EntitySystem
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly NodeGroupSystem _nodeGroupSystem = default!;
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[Dependency] private readonly PathfindingSystem _pathfindingSystem = default!;
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[Dependency] private readonly SharedCameraRecoilSystem _recoilSystem = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
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@@ -85,14 +87,16 @@ public sealed partial class ExplosionSystem : EntitySystem
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{
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_explosionQueue.Clear();
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_activeExplosion = null;
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_nodeGroupSystem.Snoozing = false;
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_nodeGroupSystem.PauseUpdating = false;
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_pathfindingSystem.PauseUpdating = false;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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UnsubscribeCvars();
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_nodeGroupSystem.Snoozing = false;
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_nodeGroupSystem.PauseUpdating = false;
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_pathfindingSystem.PauseUpdating = false;
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}
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private void OnGetResistance(EntityUid uid, ExplosionResistanceComponent component, GetExplosionResistanceEvent args)
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