Cleanup more SpriteComponent warnings (part 2) (#37522)
* Cleanup warnings in DamageMarkerSystem * Cleanup warnings in CuffableSystem * Cleanup warnings in DeployableTurretSystem * Cleanup warnings in StorageContainerVisualsSystem * Cleanup warnings in ItemMapperSystem * Cleanup warnings in ItemCounterSystem * Cleanup warnings in RandomSpriteSystem * Cleanup warnings in PowerCellSystem * Cleanup warnings in ParticleAcceleratorPartVisualizerSystem * Cleanup warnings in PaperVisualizerSystem * Cleanup warnings in PoweredLightVisualizerSystem * Cleanup warnings in LightBulbSystem * Cleanup warnings in EmergencyLightSystem * Cleanup warnings in DoorSystem * Cleanup warnings in ClockSystem * Cleanup warnings in BuckleSystem * Cleanup warnings in JukeboxSystem
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@@ -4,12 +4,14 @@ using Content.Shared.Cuffs.Components;
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using Content.Shared.Humanoid;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Utility;
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namespace Content.Client.Cuffs;
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public sealed class CuffableSystem : SharedCuffableSystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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{
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@@ -22,7 +24,7 @@ public sealed class CuffableSystem : SharedCuffableSystem
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private void OnCuffableShutdown(EntityUid uid, CuffableComponent component, ComponentShutdown args)
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{
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if (TryComp<SpriteComponent>(uid, out var sprite))
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sprite.LayerSetVisible(HumanoidVisualLayers.Handcuffs, false);
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_sprite.LayerSetVisible((uid, sprite), HumanoidVisualLayers.Handcuffs, false);
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}
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private void OnCuffableHandleState(EntityUid uid, CuffableComponent component, ref ComponentHandleState args)
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@@ -39,22 +41,22 @@ public sealed class CuffableSystem : SharedCuffableSystem
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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return;
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var cuffed = cuffState.NumHandsCuffed > 0;
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sprite.LayerSetVisible(HumanoidVisualLayers.Handcuffs, cuffed);
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_sprite.LayerSetVisible((uid, sprite), HumanoidVisualLayers.Handcuffs, cuffed);
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// if they are not cuffed, that means that we didn't get a valid color,
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// iconstate, or RSI. that also means we don't need to update the sprites.
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if (!cuffed)
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return;
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sprite.LayerSetColor(HumanoidVisualLayers.Handcuffs, cuffState.Color!.Value);
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_sprite.LayerSetColor((uid, sprite), HumanoidVisualLayers.Handcuffs, cuffState.Color!.Value);
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if (!Equals(component.CurrentRSI, cuffState.RSI) && cuffState.RSI != null) // we don't want to keep loading the same RSI
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{
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component.CurrentRSI = cuffState.RSI;
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sprite.LayerSetState(HumanoidVisualLayers.Handcuffs, cuffState.IconState, component.CurrentRSI);
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_sprite.LayerSetRsi((uid, sprite), _sprite.LayerMapGet((uid, sprite), HumanoidVisualLayers.Handcuffs), new ResPath(component.CurrentRSI), cuffState.IconState);
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}
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else
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{
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sprite.LayerSetState(HumanoidVisualLayers.Handcuffs, cuffState.IconState);
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_sprite.LayerSetRsiState((uid, sprite), HumanoidVisualLayers.Handcuffs, cuffState.IconState);
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}
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}
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}
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