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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@@ -10,6 +10,7 @@ namespace Content.Client.Storage.Systems;
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public sealed class ItemCounterSystem : SharedItemCounterSystem
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{
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[Dependency] private readonly AppearanceSystem _appearanceSystem = 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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@@ -41,23 +42,23 @@ public sealed class ItemCounterSystem : SharedItemCounterSystem
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public void ProcessOpaqueSprite(EntityUid uid, string layer, int count, int maxCount, List<string> states, bool hide = false, SpriteComponent? sprite = null)
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{
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if (!Resolve(uid, ref sprite)
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|| !sprite.LayerMapTryGet(layer, out var layerKey, logError: true))
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|| !_sprite.LayerMapTryGet((uid, sprite), layer, out var layerKey, logMissing: true))
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return;
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var activeState = ContentHelpers.RoundToEqualLevels(count, maxCount, states.Count);
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sprite.LayerSetState(layerKey, states[activeState]);
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sprite.LayerSetVisible(layerKey, !hide);
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_sprite.LayerSetRsiState((uid, sprite), layerKey, states[activeState]);
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_sprite.LayerSetVisible((uid, sprite), layerKey, !hide);
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}
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public void ProcessCompositeSprite(EntityUid uid, int count, int maxCount, List<string> layers, bool hide = false, SpriteComponent? sprite = null)
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{
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if(!Resolve(uid, ref sprite))
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if (!Resolve(uid, ref sprite))
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return;
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var activeTill = ContentHelpers.RoundToNearestLevels(count, maxCount, layers.Count);
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for(var i = 0; i < layers.Count; ++i)
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for (var i = 0; i < layers.Count; ++i)
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{
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sprite.LayerSetVisible(layers[i], !hide && i < activeTill);
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_sprite.LayerSetVisible((uid, sprite), layers[i], !hide && i < activeTill);
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}
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}
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