Fixes PDAs dissapearing when inhand (#13966)
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@@ -9,6 +9,7 @@ public sealed class PDASystem : SharedPDASystem
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PDAComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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@@ -17,13 +18,26 @@ public sealed class PDASystem : SharedPDASystem
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if (args.Sprite == null)
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return;
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args.Sprite.LayerSetState(PDAVisualLayers.Base, component.State);
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if (_appearance.TryGetData<bool>(uid, UnpoweredFlashlightVisuals.LightOn, out var isFlashlightOn, args.Component))
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args.Sprite.LayerSetVisible(PDAVisualLayers.Flashlight, isFlashlightOn);
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if (_appearance.TryGetData<bool>(uid, PDAVisuals.IDCardInserted, out var isCardInserted, args.Component))
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args.Sprite.LayerSetVisible(PDAVisualLayers.IDLight, isCardInserted);
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}
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protected override void OnComponentInit(EntityUid uid, PDAComponent component, ComponentInit args)
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{
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base.OnComponentInit(uid, component, args);
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if(!TryComp<SpriteComponent>(uid, out var sprite))
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return;
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if (component.State != null)
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sprite.LayerSetState(PDAVisualLayers.Base, component.State);
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sprite.LayerSetVisible(PDAVisualLayers.Flashlight, component.FlashlightOn);
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sprite.LayerSetVisible(PDAVisualLayers.IDLight, component.IdSlot.StartingItem != null);
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}
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}
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enum PDAVisualLayers : byte
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