Remove obsolete code from LightningSystem (#30546)
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@@ -76,9 +76,9 @@ public sealed class LightningSystem : SharedLightningSystem
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//TODO: This is still pretty bad for perf but better than before and at least it doesn't re-allocate
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// several hashsets every time
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var targets = _lookup.GetComponentsInRange<LightningTargetComponent>(_transform.GetMapCoordinates(user), range).ToList();
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var targets = _lookup.GetEntitiesInRange<LightningTargetComponent>(_transform.GetMapCoordinates(user), range).ToList();
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_random.Shuffle(targets);
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targets.Sort((x, y) => y.Priority.CompareTo(x.Priority));
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targets.Sort((x, y) => y.Comp.Priority.CompareTo(x.Comp.Priority));
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int shootedCount = 0;
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int count = -1;
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@@ -89,13 +89,13 @@ public sealed class LightningSystem : SharedLightningSystem
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if (count >= targets.Count) { break; }
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var curTarget = targets[count];
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if (!_random.Prob(curTarget.HitProbability)) //Chance to ignore target
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if (!_random.Prob(curTarget.Comp.HitProbability)) //Chance to ignore target
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continue;
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ShootLightning(user, targets[count].Owner, lightningPrototype, triggerLightningEvents);
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if (arcDepth - targets[count].LightningResistance > 0)
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if (arcDepth - targets[count].Comp.LightningResistance > 0)
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{
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ShootRandomLightnings(targets[count].Owner, range, 1, lightningPrototype, arcDepth - targets[count].LightningResistance, triggerLightningEvents);
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ShootRandomLightnings(targets[count].Owner, range, 1, lightningPrototype, arcDepth - targets[count].Comp.LightningResistance, triggerLightningEvents);
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}
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shootedCount++;
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}
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