Fix showatmos

This commit is contained in:
metalgearsloth
2021-08-17 14:09:59 +10:00
parent 0a1b79d027
commit d61ff89dfc
2 changed files with 1 additions and 5 deletions

View File

@@ -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)

View File

@@ -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.