tile.PressureSpecificTarget = curTile;
}
- foreach (var entity in _lookup.GetEntitiesIntersecting(tile.GridIndex, tile.GridIndices, 0f))
+ _entSet.Clear();
+ _lookup.GetLocalEntitiesIntersecting(tile.GridIndex, tile.GridIndices, _entSet, 0f);
+
+ foreach (var entity in _entSet)
{
// Ideally containers would have their own EntityQuery internally or something given recursively it may need to slam GetComp<T> anyway.
// Also, don't care about static bodies (but also due to collisionwakestate can't query dynamic directly atm).
}
var fireEvent = new TileFireEvent(tile.Hotspot.Temperature, tile.Hotspot.Volume);
+ _entSet.Clear();
+ _lookup.GetLocalEntitiesIntersecting(tile.GridIndex, tile.GridIndices, _entSet, 0f);
- foreach (var entity in _lookup.GetEntitiesIntersecting(tile.GridIndex, tile.GridIndices, 0f))
+ foreach (var entity in _entSet)
{
RaiseLocalEvent(entity, ref fireEvent);
}
private const float ExposedUpdateDelay = 1f;
private float _exposedTimer = 0f;
+ private HashSet<EntityUid> _entSet = new();
+
public override void Initialize()
{
base.Initialize();