Prevent possible future game state bugs (#14323)
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@ -26,7 +26,7 @@ using Robust.Shared.Utility;
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namespace Content.Server.Atmos.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem
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public sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem
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{
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[Robust.Shared.IoC.Dependency] private readonly IGameTiming _gameTiming = default!;
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[Robust.Shared.IoC.Dependency] private readonly IPlayerManager _playerManager = default!;
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@ -65,6 +65,14 @@ namespace Content.Server.Atmos.EntitySystems
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SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
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SubscribeLocalEvent<GasTileOverlayComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<GasTileOverlayComponent, ComponentStartup>(OnStartup);
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}
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private void OnStartup(EntityUid uid, GasTileOverlayComponent component, ComponentStartup args)
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{
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// This **shouldn't** be required, but just in case we ever get entity prototypes that have gas overlays, we
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// need to ensure that we send an initial full state to players.
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Dirty(component);
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}
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public override void Shutdown()
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@ -38,6 +38,10 @@ namespace Content.Shared.Decals
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component.DecalIndex[decalUid] = indices;
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}
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}
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// This **shouldn't** be required, but just in case we ever get entity prototypes that have decal grids, we
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// need to ensure that we send an initial full state to players.
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Dirty(component);
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}
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protected Dictionary<Vector2i, DecalChunk>? ChunkCollection(EntityUid gridEuid, DecalGridComponent? comp = null)
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