Replayspawn logic fix (yes, again) (#30273)
* Fix replayghost spawn * missed a spot
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@@ -170,11 +170,12 @@ public sealed partial class ReplaySpectatorSystem
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{
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{
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var size = grid.LocalAABB.Size.LengthSquared();
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var size = grid.LocalAABB.Size.LengthSquared();
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if (maxSize is not null && size < maxSize)
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continue;
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var station = HasComp<StationMemberComponent>(uid);
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var station = HasComp<StationMemberComponent>(uid);
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//We want the first station grid to overwrite any previous non-station grids no matter the size, in case the vgroid was found first
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if (maxSize is not null && size < maxSize && !(!stationFound && station))
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continue;
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if (!station && stationFound)
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if (!station && stationFound)
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continue;
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continue;
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@@ -183,7 +184,6 @@ public sealed partial class ReplaySpectatorSystem
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if (station)
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if (station)
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stationFound = true;
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stationFound = true;
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}
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}
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coords = new EntityCoordinates(maxUid ?? default, default);
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coords = new EntityCoordinates(maxUid ?? default, default);
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