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