Content struct enumerators (#11894)
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@@ -18,7 +18,9 @@ public sealed class RevenantOverloadedLightsSystem : SharedRevenantOverloadedLig
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{
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base.Update(frameTime);
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foreach (var (comp, light) in EntityQuery<RevenantOverloadedLightsComponent, PointLightComponent>())
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var enumerator = EntityQueryEnumerator<RevenantOverloadedLightsComponent, PointLightComponent>();
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while (enumerator.MoveNext(out var comp, out var light))
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{
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//this looks cool :HECK:
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light.Energy = 2f * Math.Abs((float) Math.Sin(0.25 * Math.PI * comp.Accumulator));
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@@ -11,11 +11,12 @@ public abstract class SharedRevenantOverloadedLightsSystem : EntitySystem
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{
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base.Update(frameTime);
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foreach (var comp in EntityQuery<RevenantOverloadedLightsComponent>())
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var enumerator = EntityQueryEnumerator<RevenantOverloadedLightsComponent>();
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while (enumerator.MoveNext(out var comp))
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{
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comp.Accumulator += frameTime;
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if (comp.Accumulator < comp.ZapDelay)
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continue;
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@@ -31,7 +31,9 @@ namespace Content.Shared.StatusEffect
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base.Update(frameTime);
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var curTime = _gameTiming.CurTime;
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foreach (var (_, status) in EntityManager.EntityQuery<ActiveStatusEffectsComponent, StatusEffectsComponent>())
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var enumerator = EntityQueryEnumerator<ActiveStatusEffectsComponent, StatusEffectsComponent>();
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while (enumerator.MoveNext(out _, out var status))
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{
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foreach (var state in status.ActiveEffects.ToArray())
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{
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@@ -21,7 +21,9 @@ public sealed class StepTriggerSystem : EntitySystem
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public override void Update(float frameTime)
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{
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var query = GetEntityQuery<PhysicsComponent>();
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foreach (var (active, trigger, transform) in EntityQuery<StepTriggerActiveComponent, StepTriggerComponent, TransformComponent>())
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var enumerator = EntityQueryEnumerator<StepTriggerActiveComponent, StepTriggerComponent, TransformComponent>();
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while (enumerator.MoveNext(out var active, out var trigger, out var transform))
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{
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if (!Update(trigger, transform, query))
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continue;
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