Disable rainbow overlay when reduced motion is enabled (#28496)
Disable rainbow ovelray when reduced motion is enabled
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@@ -1,7 +1,9 @@
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using Content.Shared.CCVar;
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using Content.Shared.Drugs;
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using Content.Shared.Drugs;
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using Content.Shared.StatusEffect;
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using Content.Shared.StatusEffect;
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using Robust.Client.Graphics;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Client.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Timing;
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@@ -10,6 +12,7 @@ namespace Content.Client.Drugs;
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public sealed class RainbowOverlay : Overlay
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public sealed class RainbowOverlay : Overlay
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{
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{
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[Dependency] private readonly IConfigurationManager _config = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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@@ -75,6 +78,10 @@ public sealed class RainbowOverlay : Overlay
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protected override void Draw(in OverlayDrawArgs args)
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protected override void Draw(in OverlayDrawArgs args)
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{
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{
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// TODO disable only the motion part or ike's idea (single static frame of the overlay)
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if (_config.GetCVar(CCVars.ReducedMotion))
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return;
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if (ScreenTexture == null)
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if (ScreenTexture == null)
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return;
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return;
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