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only show ejector belt if connected
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a239e405c9
commit
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@ -44,13 +44,18 @@ export class EjectorBeltSystem extends GameSystemWithFilter {
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const staticComp = entity.components.StaticMapEntity;
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const staticComp = entity.components.StaticMapEntity;
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for (let i = 0; i < ejectorComp.slots.length; ++i) {
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for (let i = 0; i < ejectorComp.slots.length; ++i) {
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// Extract underlay parameters
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// Extract underlay parameters
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const { pos, direction, beltLength } = ejectorComp.slots[i];
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const { pos, direction, beltLength, cachedTargetEntity } = ejectorComp.slots[i];
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// skips both missing and 0 belt lengths
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// skips both missing and 0 belt lengths
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if (!beltLength) {
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if (!beltLength) {
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continue;
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continue;
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}
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}
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// check if connected
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if (!cachedTargetEntity) {
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continue;
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}
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const transformedPos = staticComp.localTileToWorld(pos);
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const transformedPos = staticComp.localTileToWorld(pos);
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const destX = transformedPos.x * globalConfig.tileSize;
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const destX = transformedPos.x * globalConfig.tileSize;
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const destY = transformedPos.y * globalConfig.tileSize;
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const destY = transformedPos.y * globalConfig.tileSize;
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