remove a bunch of redundant IsFirstTimePredicted checks (#41119)

This commit is contained in:
slarticodefast
2025-10-26 13:59:52 +01:00
committed by GitHub
parent d1f159d31b
commit d212f3cdae
6 changed files with 2 additions and 25 deletions

View File

@@ -5,11 +5,8 @@ using Content.Shared.Singularity.Components;
using Content.Shared.Singularity.EntitySystems;
using Content.Shared.Singularity.Events;
using Robust.Server.GameStates;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Server.Singularity.EntitySystems;
@@ -22,7 +19,6 @@ namespace Content.Server.Singularity.EntitySystems;
public sealed class SingularitySystem : SharedSingularitySystem
{
#region Dependencies
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly PvsOverrideSystem _pvs = default!;
#endregion Dependencies
@@ -70,9 +66,6 @@ public sealed class SingularitySystem : SharedSingularitySystem
/// <param name="frameTime">The amount of time since the last set of updates.</param>
public override void Update(float frameTime)
{
if(!_timing.IsFirstTimePredicted)
return;
var query = EntityQueryEnumerator<SingularityComponent>();
while (query.MoveNext(out var uid, out var singularity))
{