remove a bunch of redundant IsFirstTimePredicted checks (#41119)
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@@ -5,11 +5,8 @@ using Content.Shared.Singularity.Components;
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using Content.Shared.Singularity.EntitySystems;
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using Content.Shared.Singularity.Events;
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using Robust.Server.GameStates;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Server.Singularity.EntitySystems;
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@@ -22,7 +19,6 @@ namespace Content.Server.Singularity.EntitySystems;
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public sealed class SingularitySystem : SharedSingularitySystem
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{
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#region Dependencies
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly PvsOverrideSystem _pvs = default!;
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#endregion Dependencies
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@@ -70,9 +66,6 @@ public sealed class SingularitySystem : SharedSingularitySystem
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/// <param name="frameTime">The amount of time since the last set of updates.</param>
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public override void Update(float frameTime)
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{
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if(!_timing.IsFirstTimePredicted)
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return;
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var query = EntityQueryEnumerator<SingularityComponent>();
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while (query.MoveNext(out var uid, out var singularity))
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{
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