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https://github.com/space-wizards/RobustToolbox.git
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Use 'new' expression in places where the type is evident for the engine (#1415)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
co-authored by
Pieter-Jan Briers
parent
e82a83223f
commit
b8e5b47e7a
@@ -5,7 +5,7 @@ namespace Robust.Client.GameObjects.EntitySystems
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{
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internal sealed class AppearanceSystem : EntitySystem
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{
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private readonly Queue<AppearanceComponent> _updatesQueued = new Queue<AppearanceComponent>();
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private readonly Queue<AppearanceComponent> _updatesQueued = new();
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public override void FrameUpdate(float frameTime)
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{
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@@ -29,7 +29,7 @@ namespace Robust.Client.GameObjects.EntitySystems
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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private readonly List<PlayingStream> _playingClydeStreams = new List<PlayingStream>();
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private readonly List<PlayingStream> _playingClydeStreams = new();
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public int OcclusionCollisionMask;
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@@ -24,7 +24,7 @@ namespace Robust.Client.GameObjects.EntitySystems
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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private readonly Queue<IEntity> _dirtyEntities = new Queue<IEntity>();
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private readonly Queue<IEntity> _dirtyEntities = new();
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private uint _updateGeneration;
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@@ -7,7 +7,7 @@ namespace Robust.Client.GameObjects.EntitySystems
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{
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public class ContainerSystem : EntitySystem
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{
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private readonly HashSet<IEntity> _updateQueue = new HashSet<IEntity>();
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private readonly HashSet<IEntity> _updateQueue = new();
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public override void Initialize()
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{
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@@ -35,7 +35,7 @@ namespace Robust.Client.GameObjects
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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private readonly List<Effect> _Effects = new List<Effect>();
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private readonly List<Effect> _Effects = new();
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public override void Initialize()
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{
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@@ -182,7 +182,7 @@ namespace Robust.Client.GameObjects
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/// <summary>
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/// Effect's current size
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/// </summary>
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public Vector2 Size = new Vector2(1f, 1f);
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public Vector2 Size = new(1f, 1f);
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/// <summary>
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/// Rate of change of effect's size change
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@@ -192,12 +192,12 @@ namespace Robust.Client.GameObjects
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/// <summary>
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/// Effect's current color
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/// </summary>
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public Vector4 Color = new Vector4(255, 255, 255, 255);
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public Vector4 Color = new(255, 255, 255, 255);
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/// <summary>
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/// Rate of change of effect's color
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/// </summary>
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public Vector4 ColorDelta = new Vector4(0, 0, 0, 0);
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public Vector4 ColorDelta = new(0, 0, 0, 0);
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/// <summary>
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/// True if the effect is affected by lighting.
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@@ -22,10 +22,10 @@ namespace Robust.Client.GameObjects.EntitySystems
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[Dependency] private readonly IMapManagerInternal _mapManager = default!;
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private readonly Dictionary<MapId, MapTrees> _mapTrees = new Dictionary<MapId, MapTrees>();
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private readonly Dictionary<MapId, MapTrees> _mapTrees = new();
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private readonly List<SpriteComponent> _spriteQueue = new List<SpriteComponent>();
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private readonly List<PointLightComponent> _lightQueue = new List<PointLightComponent>();
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private readonly List<SpriteComponent> _spriteQueue = new();
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private readonly List<PointLightComponent> _lightQueue = new();
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internal DynamicTree<SpriteComponent> GetSpriteTreeForMap(MapId map)
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{
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@@ -27,7 +27,7 @@ namespace Robust.Client.GameObjects.EntitySystems
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// Only keep track of transforms actively lerping.
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// Much faster than iterating 3000+ transforms every frame.
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[ViewVariables] private readonly List<TransformComponent> _lerpingTransforms = new List<TransformComponent>();
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[ViewVariables] private readonly List<TransformComponent> _lerpingTransforms = new();
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public override void Initialize()
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{
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