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# Description  I'm yeeting the server costs for the flammable system. This system will no longer querry every entity that might be on fire to check if they're on fire, and is instead querrying only entities that have a new OnFireComponent, which is used to tell them that they're on fire. 99% cost reductions are fun. I have verified in testing that this works. # Changelog 🆑 - fix: Dramatically improved performance of the flammable system.
7 lines
177 B
C#
7 lines
177 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Atmos.Components;
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[RegisterComponent, NetworkedComponent]
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public sealed partial class OnFireComponent : Component { }
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