Atmos optimizations (#1944)
* Adds IFireAct, ITemperatureExpose * Use AtmosDirection instead of Direction for Atmos * Refactor atmos to heavily rely on arrays and bitflags. Adds F A S T M O S and reduces atmos tech debt heavily. * Optimize and fix more stuff * Kinda improve superconduction * Pipenet is a word * T U R B O M O S * Address reviews * Small optimization * Superconduct is also a word * Remove check * Cleanup tile atmosphere * Correct a comment
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Content.Server/Atmos/TemperatureExposeEvent.cs
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Content.Server/Atmos/TemperatureExposeEvent.cs
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Server.Atmos
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{
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public class TemperatureExposeEvent : EntitySystemMessage
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{
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public MapIndices Indices { get; }
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public GridId Grid { get; }
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public GasMixture Air { get; }
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public float Temperature { get; }
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public float Volume { get; }
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public TemperatureExposeEvent(MapIndices indices, GridId gridId, GasMixture air, float temperature, float volume)
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{
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Indices = indices;
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Grid = gridId;
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Air = air;
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Temperature = temperature;
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Volume = volume;
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}
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}
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}
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