Remove obsolete code from LightningSystem (#30546)

This commit is contained in:
Mervill
2024-07-31 20:27:17 -07:00
committed by GitHub
parent ab05228479
commit 4b7325098a

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