serv4 + submodule update (#12740)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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@@ -1,37 +1,25 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Singularity.Components;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.ParticleAccelerator
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{
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[UsedImplicitly]
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[DataDefinition]
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public sealed class ParticleAcceleratorPartVisualizer : AppearanceVisualizer, ISerializationHooks
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public sealed class ParticleAcceleratorPartVisualizer : AppearanceVisualizer
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{
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[DataField("baseState", required: true)]
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private string? _baseState;
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private string _baseState = default!;
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private Dictionary<ParticleAcceleratorVisualState, string> _states = new();
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void ISerializationHooks.AfterDeserialization()
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private static readonly Dictionary<ParticleAcceleratorVisualState, string> StatesSuffixes = new()
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{
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if (_baseState == null)
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{
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return;
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}
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_states.Add(ParticleAcceleratorVisualState.Powered, _baseState + "p");
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_states.Add(ParticleAcceleratorVisualState.Level0, _baseState + "p0");
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_states.Add(ParticleAcceleratorVisualState.Level1, _baseState + "p1");
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_states.Add(ParticleAcceleratorVisualState.Level2, _baseState + "p2");
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_states.Add(ParticleAcceleratorVisualState.Level3, _baseState + "p3");
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}
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{ParticleAcceleratorVisualState.Powered, "p"},
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{ParticleAcceleratorVisualState.Level0, "p0"},
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{ParticleAcceleratorVisualState.Level1, "p1"},
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{ParticleAcceleratorVisualState.Level2, "p2"},
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{ParticleAcceleratorVisualState.Level3, "p3"},
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};
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[Obsolete("Subscribe to your component being initialised instead.")]
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public override void InitializeEntity(EntityUid entity)
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@@ -63,7 +51,7 @@ namespace Content.Client.ParticleAccelerator
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if (state != ParticleAcceleratorVisualState.Unpowered)
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{
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sprite.LayerSetVisible(ParticleAcceleratorVisualLayers.Unlit, true);
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sprite.LayerSetState(ParticleAcceleratorVisualLayers.Unlit, _states[state]);
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sprite.LayerSetState(ParticleAcceleratorVisualLayers.Unlit, _baseState + StatesSuffixes[state]);
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}
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else
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{
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