Fixes bad Flammable ECS conversion logic
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parent
dc9da409ad
commit
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2 changed files with 8 additions and 4 deletions
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@ -185,7 +185,7 @@ 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, physics, transform) in EntityManager.EntityQuery<FlammableComponent, PhysicsComponent, ITransformComponent>())
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foreach (var (flammable, physics, transform) in EntityManager.EntityQuery<FlammableComponent, IPhysBody, ITransformComponent>())
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{
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var uid = flammable.Owner.Uid;
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@ -200,7 +200,7 @@ namespace Content.Server.Atmos.EntitySystems
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if (!flammable.OnFire)
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{
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status?.ClearAlert(AlertType.Fire);
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return;
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continue;
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}
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status?.ShowAlert(AlertType.Fire);
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@ -221,7 +221,7 @@ namespace Content.Server.Atmos.EntitySystems
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else
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{
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Extinguish(uid, flammable);
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return;
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continue;
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}
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var air = _atmosphereSystem.GetTileMixture(transform.Coordinates);
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@ -230,7 +230,7 @@ namespace Content.Server.Atmos.EntitySystems
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if (air == null || air.GetMoles(Gas.Oxygen) < 1f)
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{
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Extinguish(uid, flammable);
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return;
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continue;
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}
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_atmosphereSystem.HotspotExpose(transform.Coordinates, 700f, 50f, true);
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4
Resources/Changelog/Parts/fire.yml
Normal file
4
Resources/Changelog/Parts/fire.yml
Normal file
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@ -0,0 +1,4 @@
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author: Zumorica
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changes:
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- type: Fix # One of the following: Add, Remove, Tweak, Fix
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message: Fixes mobs being on fire permanently
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