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Audio occlusion parallelization (#2776)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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32
Robust.Server/Debugging/DebugRayDrawingSystem.cs
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32
Robust.Server/Debugging/DebugRayDrawingSystem.cs
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Network.Messages;
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using Robust.Shared.Physics;
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using Robust.Shared.Debugging;
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namespace Robust.Server.Debugging;
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[UsedImplicitly]
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internal sealed class DebugRayDrawingSystem : SharedDebugRayDrawingSystem
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{
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protected override void ReceiveLocalRayAtMainThread(DebugRayData data)
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{
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// This code won't be called on release - eliminate it anyway for good measure.
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#if DEBUG
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var msg = new MsgRay {RayOrigin = data.Ray.Position};
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if (data.Results != null)
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{
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msg.DidHit = true;
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msg.RayHit = data.Results.Value.HitPos;
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}
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else
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{
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msg.RayHit = data.Ray.Position + data.Ray.Direction * data.MaxLength;
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}
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EntityManager.EventBus.RaiseEvent(EventSource.Network, msg);
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#endif
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}
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}
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