ECS Atmos Part 4: Moves all atmos logic from TileAtmosphere to AtmosphereSystem. (#4295)
* Moves all atmos logic from TileAtmosphere to AtmosphereSystem. * Atmos uses grid anchoring to check for firelocks instead of grid tile lookups. * CVar for space wind sound * CVar for explosive depressurization
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@@ -33,7 +33,7 @@ namespace Content.Server.Atmos.EntitySystems
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var number = 0;
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while (atmosphere.CurrentRunTiles.TryDequeue(out var tile))
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{
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tile.EqualizePressureInZone(this, atmosphere.UpdateCounter);
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EqualizePressureInZone(atmosphere, tile, atmosphere.UpdateCounter);
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if (number++ < LagCheckIterations) continue;
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number = 0;
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@@ -55,7 +55,7 @@ namespace Content.Server.Atmos.EntitySystems
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var number = 0;
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while (atmosphere.CurrentRunTiles.TryDequeue(out var tile))
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{
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tile.ProcessCell(this, atmosphere.UpdateCounter, SpaceWind);
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ProcessCell(atmosphere, tile, atmosphere.UpdateCounter, SpaceWind);
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if (number++ < LagCheckIterations) continue;
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number = 0;
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@@ -106,7 +106,7 @@ namespace Content.Server.Atmos.EntitySystems
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var number = 0;
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while (atmosphere.CurrentRunTiles.TryDequeue(out var tile))
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{
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tile.HighPressureMovements();
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HighPressureMovements(atmosphere, tile);
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tile.PressureDifference = 0f;
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tile.PressureSpecificTarget = null;
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atmosphere.HighPressureDelta.Remove(tile);
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@@ -131,7 +131,7 @@ namespace Content.Server.Atmos.EntitySystems
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var number = 0;
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while (atmosphere.CurrentRunTiles.TryDequeue(out var hotspot))
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{
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hotspot.ProcessHotspot();
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ProcessHotspot(atmosphere, hotspot);
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if (number++ < LagCheckIterations) continue;
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number = 0;
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@@ -153,7 +153,7 @@ namespace Content.Server.Atmos.EntitySystems
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var number = 0;
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while (atmosphere.CurrentRunTiles.TryDequeue(out var superconductivity))
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{
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superconductivity.Superconduct(this);
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Superconduct(atmosphere, superconductivity);
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if (number++ < LagCheckIterations) continue;
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number = 0;
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