Overlays: Avoid using IEyeManager whenever possible (#5709)
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@@ -15,7 +15,6 @@ namespace Content.Client.Singularity
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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private const float MaxDist = 15.0f;
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@@ -40,7 +39,7 @@ namespace Content.Client.Singularity
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{
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SingularityQuery(args.Viewport.Eye);
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var viewportWB = _eyeManager.GetWorldViewport();
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var viewportWB = args.WorldAABB;
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// Has to be correctly handled because of the way intensity/falloff transform works so just do it.
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_shader?.SetParameter("renderScale", args.Viewport.RenderScale);
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foreach (var instance in _singularities.Values)
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