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fix item acceptor rendering from map view
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@ -307,6 +307,7 @@ export class HUDScreenshotExporter extends BaseHUDPart {
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this.root.currentLayer = "regular";
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this.root.currentLayer = "regular";
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this.root.hud.parts.wiresOverlay.currentAlpha = 0;
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this.root.hud.parts.wiresOverlay.currentAlpha = 0;
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}
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}
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this.root.systemMgr.systems.itemAcceptor.updateForScreenshot();
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// Render all relevant chunks
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// Render all relevant chunks
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this.root.signals.gameFrameStarted.dispatch();
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this.root.signals.gameFrameStarted.dispatch();
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@ -56,6 +56,36 @@ export class ItemAcceptorSystem extends GameSystemWithFilter {
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}
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}
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}
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}
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updateForScreenshot() {
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// Compute how much ticks we missed
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const numTicks = this.accumulatedTicksWhileInMapOverview;
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const progress =
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this.root.dynamicTickrate.deltaSeconds *
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2 *
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this.root.hubGoals.getBeltBaseSpeed() *
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globalConfig.itemSpacingOnBelts * // * 2 because its only a half tile
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numTicks;
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// Reset accumulated ticks
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this.accumulatedTicksWhileInMapOverview = 0;
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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const aceptorComp = entity.components.ItemAcceptor;
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const animations = aceptorComp.itemConsumptionAnimations;
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// Process item consumption animations to avoid items popping from the belts
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for (let animIndex = 0; animIndex < animations.length; ++animIndex) {
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const anim = animations[animIndex];
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anim.animProgress += progress;
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if (anim.animProgress > 1) {
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fastArrayDelete(animations, animIndex);
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animIndex -= 1;
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}
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}
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}
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}
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/**
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/**
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* @param {DrawParameters} parameters
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* @param {DrawParameters} parameters
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* @param {MapChunkView} chunk
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* @param {MapChunkView} chunk
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