remove a bunch of redundant IsFirstTimePredicted checks (#41119)
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@@ -73,9 +73,6 @@ public sealed class GravityWellSystem : SharedGravityWellSystem
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/// <param name="frameTime">The time elapsed 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<GravityWellComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var gravWell, out var xform))
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{
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@@ -36,9 +36,6 @@ public sealed class SingularityAttractorSystem : EntitySystem
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/// <param name="frameTime">The time elapsed 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<SingularityAttractorComponent, TransformComponent>();
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var now = _timing.CurTime;
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while (query.MoveNext(out var uid, out var attractor, out var xform))
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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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@@ -4,7 +4,6 @@ using Content.Shared.Body.Events;
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using Content.Shared.Zombies;
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using Content.Server.Zombies;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Server.Species.Systems;
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@@ -12,7 +11,6 @@ public sealed partial class NymphSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly MindSystem _mindSystem = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly ZombieSystem _zombie = default!;
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public override void Initialize()
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@@ -24,9 +22,6 @@ public sealed partial class NymphSystem : EntitySystem
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private void OnRemovedFromPart(EntityUid uid, NymphComponent comp, ref OrganRemovedFromBodyEvent args)
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{
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if (!_timing.IsFirstTimePredicted)
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return;
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if (TerminatingOrDeleted(uid) || TerminatingOrDeleted(args.OldBody))
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return;
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@@ -25,9 +25,6 @@ public sealed class XAEPortalSystem : BaseXAESystem<XAEPortalComponent>
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/// <inheritdoc />
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protected override void OnActivated(Entity<XAEPortalComponent> ent, ref XenoArtifactNodeActivatedEvent args)
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{
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if (!_timing.IsFirstTimePredicted)
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return;
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var map = Transform(ent).MapID;
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var validMinds = new ValueList<EntityUid>();
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var mindQuery = EntityQueryEnumerator<MindContainerComponent, MobStateComponent, TransformComponent, MetaDataComponent>();
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@@ -16,7 +16,6 @@ using Content.Shared.Whitelist;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.Inventory;
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@@ -31,7 +30,6 @@ public abstract partial class InventorySystem
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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[Dependency] private readonly SharedStrippableSystem _strippable = default!;
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@@ -468,7 +466,7 @@ public abstract partial class InventorySystem
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// we check if any items were dropped, and make a popup if they were.
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// the reason we check for > 1 is because the first item is always the one we are trying to unequip,
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// whereas we only want to notify for extra dropped items.
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if (!silent && _gameTiming.IsFirstTimePredicted && firstRun && itemsDropped > 1)
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if (!silent && firstRun && itemsDropped > 1)
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_popup.PopupClient(Loc.GetString("inventory-component-dropped-from-unequip", ("items", itemsDropped - 1)), target, target);
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// TODO: Inventory needs a hot cleanup hoo boy
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