Remove 700 usages of Component.Owner (#21100)
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@@ -16,9 +16,7 @@ using Content.Shared.Temperature;
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using Content.Shared.Throwing;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Server.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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@@ -48,7 +46,7 @@ namespace Content.Server.Atmos.EntitySystems
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private float _timer;
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private Dictionary<FlammableComponent, float> _fireEvents = new();
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private readonly Dictionary<Entity<FlammableComponent>, float> _fireEvents = new();
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public override void Initialize()
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{
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@@ -188,14 +186,14 @@ namespace Content.Server.Atmos.EntitySystems
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args.IsHot = flammable.OnFire;
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}
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private void OnTileFire(EntityUid uid, FlammableComponent flammable, ref TileFireEvent args)
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private void OnTileFire(Entity<FlammableComponent> ent, ref TileFireEvent args)
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{
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var tempDelta = args.Temperature - MinIgnitionTemperature;
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_fireEvents.TryGetValue(flammable, out var maxTemp);
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_fireEvents.TryGetValue(ent, out var maxTemp);
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if (tempDelta > maxTemp)
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_fireEvents[flammable] = tempDelta;
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_fireEvents[ent] = tempDelta;
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}
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private void OnRejuvenate(EntityUid uid, FlammableComponent component, RejuvenateEvent args)
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@@ -295,7 +293,7 @@ namespace Content.Server.Atmos.EntitySystems
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{
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// 100 -> 1, 200 -> 2, 400 -> 3...
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var fireStackMod = Math.Max(MathF.Log2(deltaTemp / 100) + 1, 0);
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var fireStackDelta = fireStackMod - flammable.FireStacks;
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var fireStackDelta = fireStackMod - flammable.Comp.FireStacks;
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var flammableEntity = flammable.Owner;
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if (fireStackDelta > 0)
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{
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@@ -313,10 +311,9 @@ namespace Content.Server.Atmos.EntitySystems
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_timer -= UpdateTime;
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// TODO: This needs cleanup to take off the crust from TemperatureComponent and shit.
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foreach (var (flammable, transform) in EntityManager.EntityQuery<FlammableComponent, TransformComponent>())
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var query = EntityQueryEnumerator<FlammableComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var flammable, out var transform))
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{
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var uid = flammable.Owner;
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// Slowly dry ourselves off if wet.
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if (flammable.FireStacks < 0)
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{
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