Fix ItemPlacer (#21160)
This is going to lead to many entities being ticked unnecessarily and performance problems.
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@ -9,6 +9,7 @@ namespace Content.Shared.Placeable;
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/// </summary>
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public sealed class ItemPlacerSystem : EntitySystem
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{
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[Dependency] private readonly CollisionWakeSystem _wake = default!;
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[Dependency] private readonly PlaceableSurfaceSystem _placeableSurface = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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@ -25,8 +26,8 @@ public sealed class ItemPlacerSystem : EntitySystem
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if (comp.Whitelist != null && !comp.Whitelist.IsValid(args.OtherEntity))
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return;
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// Disallow sleeping so we can detect when entity is removed from the heater.
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_physics.SetSleepingAllowed(args.OtherEntity, args.OtherBody, false);
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if (TryComp<CollisionWakeComponent>(uid, out var wakeComp))
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_wake.SetEnabled(uid, false, wakeComp);
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var count = comp.PlacedEntities.Count;
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if (comp.MaxEntities == 0 || count < comp.MaxEntities)
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@ -46,8 +47,8 @@ public sealed class ItemPlacerSystem : EntitySystem
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private void OnEndCollide(EntityUid uid, ItemPlacerComponent comp, ref EndCollideEvent args)
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{
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// Re-allow sleeping.
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_physics.SetSleepingAllowed(args.OtherEntity, args.OtherBody, true);
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if (TryComp<CollisionWakeComponent>(uid, out var wakeComp))
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_wake.SetEnabled(uid, true, wakeComp);
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comp.PlacedEntities.Remove(args.OtherEntity);
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