mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-09 18:31:17 +03:00
* Scope creep my ass * why was this shit not pushed???? * gone... * fix that * review plus buildd * asfsafsafsafsafas * grug * burber * I'll fix this later * shrimply die * also this * it's snerf or snuthin * assaads * round snend * aaaa * fix this shit for real * actually, don't start GameRules until MapInit now that I think aboot it. * forgot u * don't actually need this part nullable * Deffer comp removal * one liner * do that too * chungus * Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?) * deferred removal :V * aaaaaaaaaaaaaaa * whhop * Whoop * better * landmine that I placed for myself then forgot about lmao * cleanup * FUCKING `!` * gotovo * amogus * please don't check by metadata I beg * waawsasfdfsasfa * sfafsasfafsas * fdsaasffsasfa * code * fix * fasasffasfasfsad * chungaas * I may be stupid * gra * graaaaaaaaaaaaaaaaa * comment * gra * clearing is not predicted and would require major refactors, so don't cache on client. * lame shit :P * last holes * nukeopsfsafsasafsfafsa * why was that shit public bruh * bubrbgwahrghfaka * dynamic * revert change that did nothing lmao
43 lines
1.4 KiB
C#
43 lines
1.4 KiB
C#
using Content.Shared.GameTicking;
|
|
using Content.Shared.Light.Components;
|
|
using Content.Shared.Light.EntitySystems;
|
|
using Robust.Shared.Map.Components;
|
|
using Robust.Shared.Timing;
|
|
|
|
namespace Content.Client.Light;
|
|
|
|
/// <inheritdoc/>
|
|
public sealed partial class LightCycleSystem : SharedLightCycleSystem
|
|
{
|
|
[Dependency] private GameTicker _ticker = default!;
|
|
[Dependency] private IGameTiming _timing = default!;
|
|
[Dependency] private MetaDataSystem _metadata = default!;
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
if (!_timing.IsFirstTimePredicted)
|
|
return;
|
|
|
|
var mapQuery = AllEntityQuery<LightCycleComponent, MapLightComponent>();
|
|
while (mapQuery.MoveNext(out var uid, out var cycle, out var map))
|
|
{
|
|
if (!cycle.Running)
|
|
continue;
|
|
|
|
// We still iterate paused entities as we still want to override the lighting color and not have
|
|
// it apply the server state
|
|
var pausedTime = _metadata.GetPauseTime(uid);
|
|
|
|
var time = (float) _timing.CurTime
|
|
.Add(cycle.Offset)
|
|
.Subtract(_ticker.RoundStartTimeSpan)
|
|
.Subtract(pausedTime)
|
|
.TotalSeconds;
|
|
|
|
var color = GetColor((uid, cycle), cycle.OriginalColor, time);
|
|
map.AmbientLightColor = color;
|
|
}
|
|
}
|
|
}
|