diff --git a/Content.Client/Atmos/Overlays/AtmosDebugOverlay.cs b/Content.Client/Atmos/Overlays/AtmosDebugOverlay.cs index cf6cd4b424..3aff6e7484 100644 --- a/Content.Client/Atmos/Overlays/AtmosDebugOverlay.cs +++ b/Content.Client/Atmos/Overlays/AtmosDebugOverlay.cs @@ -49,11 +49,9 @@ namespace Content.Client.Atmos.Overlays if (!_atmosDebugOverlaySystem.HasData(mapGrid.Index)) continue; - var gridBounds = new Box2(mapGrid.WorldToLocal(worldBounds.BottomLeft), mapGrid.WorldToLocal(worldBounds.TopRight)); - for (var pass = 0; pass < 2; pass++) { - foreach (var tile in mapGrid.GetTilesIntersecting(gridBounds)) + foreach (var tile in mapGrid.GetTilesIntersecting(worldBounds)) { var dataMaybeNull = _atmosDebugOverlaySystem.GetData(mapGrid.Index, tile.GridIndices); if (dataMaybeNull != null) diff --git a/Content.Server/Atmos/EntitySystems/AtmosDebugOverlaySystem.cs b/Content.Server/Atmos/EntitySystems/AtmosDebugOverlaySystem.cs index d28ac4324f..f9cf48b984 100644 --- a/Content.Server/Atmos/EntitySystems/AtmosDebugOverlaySystem.cs +++ b/Content.Server/Atmos/EntitySystems/AtmosDebugOverlaySystem.cs @@ -127,8 +127,6 @@ namespace Content.Server.Atmos.EntitySystems // This is the timer from GasTileOverlaySystem AccumulatedFrameTime -= _updateCooldown; - var currentTick = _gameTiming.CurTick; - // Now we'll go through each player, then through each chunk in range of that player checking if the player is still in range // If they are, check if they need the new data to send (i.e. if there's an overlay for the gas). // Afterwards we reset all the chunk data for the next time we tick.