Fix build harder.
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@@ -0,0 +1,77 @@
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using Content.Shared.GameObjects.Components.Power;
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using SS14.Client.GameObjects;
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using SS14.Client.Interfaces.GameObjects.Components;
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using SS14.Shared.Interfaces.GameObjects;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Content.Client.GameObjects.Components.Power
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{
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public class SmesVisualizer2D : AppearanceVisualizer
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{
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public override void InitializeEntity(IEntity entity)
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{
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base.InitializeEntity(entity);
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var sprite = entity.GetComponent<ISpriteComponent>();
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sprite.LayerMapSet(Layers.Input, sprite.AddLayerState("smes-oc0"));
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sprite.LayerSetShader(Layers.Input, "unshaded");
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sprite.LayerMapSet(Layers.Charge, sprite.AddLayerState("smes-og1"));
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sprite.LayerSetShader(Layers.Charge, "unshaded");
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sprite.LayerSetVisible(Layers.Charge, false);
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sprite.LayerMapSet(Layers.Output, sprite.AddLayerState("smes-op0"));
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sprite.LayerSetShader(Layers.Output, "unshaded");
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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if (!component.TryGetData<int>(SmesVisuals.LastChargeLevel, out var level) || level == 0)
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{
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sprite.LayerSetVisible(Layers.Charge, false);
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}
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else
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{
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sprite.LayerSetVisible(Layers.Charge, true);
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sprite.LayerSetState(Layers.Charge, $"smes-og{level}");
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}
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if (component.TryGetData<ChargeState>(SmesVisuals.LastChargeState, out var state))
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{
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switch (state)
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{
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case ChargeState.Still:
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sprite.LayerSetState(Layers.Input, "smes-oc0");
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sprite.LayerSetState(Layers.Output, "smes-op1");
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break;
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case ChargeState.Charging:
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sprite.LayerSetState(Layers.Input, "smes-oc1");
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sprite.LayerSetState(Layers.Output, "smes-op1");
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break;
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case ChargeState.Discharging:
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sprite.LayerSetState(Layers.Input, "smes-oc0");
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sprite.LayerSetState(Layers.Output, "smes-op2");
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break;
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}
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}
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else
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{
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sprite.LayerSetState(Layers.Input, "smes-oc0");
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sprite.LayerSetState(Layers.Output, "smes-op1");
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}
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}
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enum Layers
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{
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Input,
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Charge,
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Output,
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}
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}
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}
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