Fix warnings and code cleanup/fixes (#13570)
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@@ -153,7 +153,7 @@ public sealed partial class ExplosionSystem : EntitySystem
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if (tilesInIteration[i] * intensityIncrease >= remainingIntensity)
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{
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// there is not enough intensity left to distribute. add a fractional amount and break.
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iterationIntensity[i] += (float) remainingIntensity / tilesInIteration[i];
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iterationIntensity[i] += remainingIntensity / tilesInIteration[i];
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remainingIntensity = 0;
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break;
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}
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@@ -219,7 +219,7 @@ public sealed partial class ExplosionSystem : EntitySystem
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tilesInIteration.Add(newTileCount);
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if (newTileCount * stepSize >= remainingIntensity)
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{
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iterationIntensity.Add((float) remainingIntensity / newTileCount);
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iterationIntensity.Add(remainingIntensity / newTileCount);
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break;
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}
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