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* add parallelization to RadiationSystem.GridCast * change the preparation of sources receivers data * failed integrationtest fix * Update Content.Server/Radiation/Systems/RadiationSystem.GridCast.cs Co-authored-by: Southbridge <7013162+southbridge-fur@users.noreply.github.com> * Change namespace to file-scoped * Method signature changed * null check changed * null check changed. exactly * Use TryComp instead of Resolve in UpdateSource * replace TryComp with xform in UpdateSource * replace DynamicTree with B2DynamicTree * return comment * Remove magic number * Optimize radiation memory usage * replace ThreadLocal to ArrayPool * fix "false sharing" issue * Revert "fix "false sharing" issue" This reverts commit c0729f024f8e2df9d15f1cc9cc9bc1be4d4be312. * cleanup * inject entquery --------- Co-authored-by: xNaxelx <46362288+xNaxelx@users.noreply.github.com> Co-authored-by: Southbridge <7013162+southbridge-fur@users.noreply.github.com> Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
34 lines
1 KiB
C#
34 lines
1 KiB
C#
using Robust.Shared.Physics;
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namespace Content.Shared.Radiation.Components;
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/// <summary>
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/// Irradiate all objects in range.
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/// </summary>
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[RegisterComponent]
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public sealed partial class RadiationSourceComponent : Component
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{
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/// <summary>
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/// Radiation intensity in center of the source in rads per second.
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/// From there radiation rays will travel over distance and loose intensity
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/// when hit radiation blocker.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("intensity")]
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public float Intensity = 1;
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/// <summary>
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/// Defines how fast radiation rays will loose intensity
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/// over distance. The bigger the value, the shorter range
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/// of radiation source will be.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("slope")]
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public float Slope = 0.5f;
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public bool Enabled = true;
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[ViewVariables]
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public DynamicTree.Proxy Proxy = DynamicTree.Proxy.Free;
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}
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