diff --git a/Content.Client/GameObjects/Components/StackVisualizer.cs b/Content.Client/GameObjects/Components/StackVisualizer.cs
index 01d2a62eaa..8b791cb2aa 100644
--- a/Content.Client/GameObjects/Components/StackVisualizer.cs
+++ b/Content.Client/GameObjects/Components/StackVisualizer.cs
@@ -15,7 +15,7 @@ namespace Content.Client.GameObjects.Components
/// Visualizer for items that come in stacks and have different appearance
/// depending on the size of the stack. Visualizer can work by switching between different
/// icons in _spriteLayers or if the sprite layers are supposed to be composed as transparent layers.
- /// The former behavior is default and the latter behavior can be defined in prototypes.
+ /// The former behavior is default and the latter behavior can be defined in prototypes.
///
///
/// To define a Stack Visualizer prototype insert the following
@@ -72,7 +72,7 @@ namespace Content.Client.GameObjects.Components
/// true: they are transparent and thus layered one over another in ascending order first
///
///
- ///
+ ///
///
private bool _isComposite;
private ResourcePath? _spritePath;
@@ -108,13 +108,12 @@ namespace Content.Client.GameObjects.Components
&& _spriteLayers.Count > 0
&& entity.TryGetComponent(out var spriteComponent))
{
- _spritePath ??= spriteComponent.BaseRSI!.Path!;
+ var spritePath = _spritePath ?? spriteComponent.BaseRSI!.Path!;
foreach (var sprite in _spriteLayers)
{
- var rsiPath = _spritePath;
spriteComponent.LayerMapReserveBlank(sprite);
- spriteComponent.LayerSetSprite(sprite, new SpriteSpecifier.Rsi(rsiPath, sprite));
+ spriteComponent.LayerSetSprite(sprite, new SpriteSpecifier.Rsi(spritePath, sprite));
spriteComponent.LayerSetVisible(sprite, false);
}
}