Clean up, increase build stability (#583)
* Update base.yml * bandit -> sociopath * some fixes * syringe * vaults * Update ContentAudioSystem.CP14AmbientLoop.cs
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@@ -23,6 +23,7 @@ public sealed partial class CP14FireSpreadSystem : EntitySystem
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[Dependency] private readonly ITileDefinitionManager _tiledef = default!;
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private EntProtoId _fireProto = "CP14Fire";
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public override void Initialize()
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{
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SubscribeLocalEvent<CP14FireSpreadComponent, OnFireChangedEvent>(OnCompInit);
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@@ -103,7 +104,9 @@ public sealed partial class CP14FireSpreadSystem : EntitySystem
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private void IgniteEntities(EntityUid uid, CP14FireSpreadComponent spread)
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{
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var targets = _lookup.GetEntitiesInRange<FlammableComponent>(_transform.GetMapCoordinates(uid), spread.Radius, LookupFlags.Uncontained);
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var targets = _lookup.GetEntitiesInRange<FlammableComponent>(_transform.GetMapCoordinates(uid),
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spread.Radius,
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LookupFlags.Uncontained);
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foreach (var target in targets)
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{
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if (!_random.Prob(spread.Prob))
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@@ -143,7 +146,7 @@ public sealed partial class CP14FireSpreadSystem : EntitySystem
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continue;
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Spawn(_fireProto, _mapSystem.ToCenterCoordinates(tileref, grid));
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_tile.ReplaceTile(tileref, (ContentTileDefinition) _tiledef[tile.BurnedTile]);
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_tile.ReplaceTile(tileref, (ContentTileDefinition)_tiledef[tile.BurnedTile]);
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}
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}
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}
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