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Change some EntityQueryEnumerator to AllEntityQuery (#27969)
(cherry picked from commit 1f03111ff8affe1554a5fac4d1a49b1cccdf2fbb)
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@@ -122,7 +122,7 @@ namespace Content.Server.Atmos.EntitySystems
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}
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// PVS was turned off, ensure data gets sent to all clients.
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var query = EntityQueryEnumerator<GasTileOverlayComponent, MetaDataComponent>();
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var query = AllEntityQuery<GasTileOverlayComponent, MetaDataComponent>();
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while (query.MoveNext(out var uid, out var grid, out var meta))
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{
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grid.ForceTick = _gameTiming.CurTick;
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@@ -269,7 +269,7 @@ namespace Content.Server.Atmos.EntitySystems
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private void UpdateOverlayData()
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{
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// TODO parallelize?
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var query = EntityQueryEnumerator<GasTileOverlayComponent, GridAtmosphereComponent, MetaDataComponent>();
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var query = AllEntityQuery<GasTileOverlayComponent, GridAtmosphereComponent, MetaDataComponent>();
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while (query.MoveNext(out var uid, out var overlay, out var gam, out var meta))
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{
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var changed = false;
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@@ -88,7 +88,7 @@ namespace Content.Server.Decals
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playerData.Clear();
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}
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var query = EntityQueryEnumerator<DecalGridComponent, MetaDataComponent>();
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var query = AllEntityQuery<DecalGridComponent, MetaDataComponent>();
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while (query.MoveNext(out var uid, out var grid, out var meta))
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{
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grid.ForceTick = _timing.CurTick;
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@@ -208,7 +208,7 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<DisposalUnitComponent>();
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var query = AllEntityQuery<DisposalUnitComponent>();
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while (query.MoveNext(out var uid, out var unit))
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{
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Update(uid, unit);
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@@ -396,6 +396,9 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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private void Update(EntityUid uid, SharedDisposalUnitComponent component)
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{
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var metadata = MetaData(uid);
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if (metadata.EntityPaused)
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return;
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var state = GetState(uid, component, metadata);
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// Pressurizing, just check if we need a state update.
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