diff --git a/Content.Server/Atmos/EntitySystems/GasTileOverlaySystem.cs b/Content.Server/Atmos/EntitySystems/GasTileOverlaySystem.cs index 0445920d44..89812ade4f 100644 --- a/Content.Server/Atmos/EntitySystems/GasTileOverlaySystem.cs +++ b/Content.Server/Atmos/EntitySystems/GasTileOverlaySystem.cs @@ -122,7 +122,7 @@ namespace Content.Server.Atmos.EntitySystems } // PVS was turned off, ensure data gets sent to all clients. - var query = EntityQueryEnumerator(); + var query = AllEntityQuery(); while (query.MoveNext(out var uid, out var grid, out var meta)) { grid.ForceTick = _gameTiming.CurTick; @@ -269,7 +269,7 @@ namespace Content.Server.Atmos.EntitySystems private void UpdateOverlayData() { // TODO parallelize? - var query = EntityQueryEnumerator(); + var query = AllEntityQuery(); while (query.MoveNext(out var uid, out var overlay, out var gam, out var meta)) { var changed = false; diff --git a/Content.Server/Decals/DecalSystem.cs b/Content.Server/Decals/DecalSystem.cs index 700814ba05..9161cf81ff 100644 --- a/Content.Server/Decals/DecalSystem.cs +++ b/Content.Server/Decals/DecalSystem.cs @@ -88,7 +88,7 @@ namespace Content.Server.Decals playerData.Clear(); } - var query = EntityQueryEnumerator(); + var query = AllEntityQuery(); while (query.MoveNext(out var uid, out var grid, out var meta)) { grid.ForceTick = _timing.CurTick; diff --git a/Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs b/Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs index 48091e28ab..bf61448861 100644 --- a/Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs +++ b/Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs @@ -208,7 +208,7 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem { base.Update(frameTime); - var query = EntityQueryEnumerator(); + var query = AllEntityQuery(); while (query.MoveNext(out var uid, out var unit)) { Update(uid, unit); @@ -396,6 +396,9 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem private void Update(EntityUid uid, SharedDisposalUnitComponent component) { var metadata = MetaData(uid); + if (metadata.EntityPaused) + return; + var state = GetState(uid, component, metadata); // Pressurizing, just check if we need a state update.