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
This commit is contained in:
Tayrtahn
2025-05-16 23:02:36 -04:00
committed by GitHub
parent b75fdd22de
commit 33f111c090
17 changed files with 110 additions and 87 deletions

View File

@@ -11,6 +11,7 @@ public sealed class RandomSpriteSystem : SharedRandomSpriteSystem
{
[Dependency] private readonly IReflectionManager _reflection = default!;
[Dependency] private readonly ClientClothingSystem _clothing = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
public override void Initialize()
{
@@ -63,10 +64,10 @@ public sealed class RandomSpriteSystem : SharedRandomSpriteSystem
int index;
if (_reflection.TryParseEnumReference(layer.Key, out var @enum))
{
if (!sprite.LayerMapTryGet(@enum, out index, logError: true))
if (!_sprite.LayerMapTryGet((uid, sprite), @enum, out index, logMissing: true))
continue;
}
else if (!sprite.LayerMapTryGet(layer.Key, out index))
else if (!_sprite.LayerMapTryGet((uid, sprite), layer.Key, out index, false))
{
if (layer.Key is not { } strKey || !int.TryParse(strKey, out index))
{
@@ -74,8 +75,8 @@ public sealed class RandomSpriteSystem : SharedRandomSpriteSystem
continue;
}
}
sprite.LayerSetState(index, layer.Value.State);
sprite.LayerSetColor(index, layer.Value.Color ?? Color.White);
_sprite.LayerSetRsiState((uid, sprite), index, layer.Value.State);
_sprite.LayerSetColor((uid, sprite), index, layer.Value.Color ?? Color.White);
}
}
}