Refactor pauses (#2215)
* Refactor pauses * The last of the physics Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -11,13 +11,8 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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public override void Update(float frameTime)
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{
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foreach (var comp in ComponentManager.EntityQuery<BatteryDischargerComponent>())
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foreach (var comp in ComponentManager.EntityQuery<BatteryDischargerComponent>(false))
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{
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if (comp.Owner.Paused)
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{
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continue;
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}
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comp.Update(frameTime);
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}
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}
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@@ -11,13 +11,8 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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public override void Update(float frameTime)
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{
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foreach (var comp in ComponentManager.EntityQuery<BatteryStorageComponent>())
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foreach (var comp in ComponentManager.EntityQuery<BatteryStorageComponent>(false))
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{
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if (comp.Owner.Paused)
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{
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continue;
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}
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comp.Update(frameTime);
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}
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}
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@@ -57,10 +57,10 @@ namespace Content.Server.GameObjects.EntitySystems
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public override void Update(float frameTime)
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{
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foreach (var (moverComponent, physics) in EntityManager.ComponentManager.EntityQuery<IMoverComponent, IPhysicsComponent>(false))
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foreach (var (moverComponent, collidableComponent) in EntityManager.ComponentManager.EntityQuery<IMoverComponent, IPhysicsComponent>(false))
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{
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var entity = moverComponent.Owner;
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UpdateKinematics(entity.Transform, moverComponent, physics);
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UpdateKinematics(entity.Transform, moverComponent, collidableComponent);
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}
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}
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@@ -13,14 +13,9 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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public override void Update(float frameTime)
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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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foreach (var apc in ComponentManager.EntityQuery<ApcComponent>())
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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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{
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if (apc.Owner.Paused)
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{
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continue;
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}
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uniqueApcNets.Add(apc.Net);
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apc.Update();
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}
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