Cleanup more SpriteComponent warnings (part 1) (#37508)

* Cleanup warnings in PuddleSystem

* Cleanup warnings in HandsSystem

* Cleanup warnings in EnsnareableSystem

* Cleanup warnings in ElectrocutionHUDVisualizerSystem
Also simplify some if statements

* Cleanup warnings in PlantHolderVisualizerSystem

* Cleanup warnings in AlertLevelDisplaySystem

* Cleanup warnings in TetherGunSystem

* Fix error in PlantHolderVisualizerSystem

* I hate var _
This commit is contained in:
Tayrtahn
2025-05-16 17:42:05 -04:00
committed by GitHub
parent 53e317ba61
commit 5267725aff
7 changed files with 53 additions and 48 deletions

View File

@@ -17,6 +17,7 @@ using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Player;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.Hands.Systems
{
@@ -28,6 +29,7 @@ namespace Content.Client.Hands.Systems
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly StrippableSystem _stripSys = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
[Dependency] private readonly ExamineSystem _examine = default!;
[Dependency] private readonly DisplacementMapSystem _displacement = default!;
@@ -297,7 +299,7 @@ namespace Content.Client.Hands.Systems
{
foreach (var key in revealedLayers)
{
sprite.RemoveLayer(key);
_sprite.RemoveLayer((uid, sprite), key);
}
revealedLayers.Clear();
@@ -333,7 +335,7 @@ namespace Content.Client.Hands.Systems
continue;
}
var index = sprite.LayerMapReserveBlank(key);
var index = _sprite.LayerMapReserve((uid, sprite), key);
// In case no RSI is given, use the item's base RSI as a default. This cuts down on a lot of unnecessary yaml entries.
if (layerData.RsiPath == null
@@ -341,12 +343,12 @@ namespace Content.Client.Hands.Systems
&& sprite[index].Rsi == null)
{
if (TryComp<ItemComponent>(held, out var itemComponent) && itemComponent.RsiPath != null)
sprite.LayerSetRSI(index, itemComponent.RsiPath);
_sprite.LayerSetRsi((uid, sprite), index, new ResPath(itemComponent.RsiPath));
else if (TryComp(held, out SpriteComponent? clothingSprite))
sprite.LayerSetRSI(index, clothingSprite.BaseRSI);
_sprite.LayerSetRsi((uid, sprite), index, clothingSprite.BaseRSI);
}
sprite.LayerSetData(index, layerData);
_sprite.LayerSetData((uid, sprite), index, layerData);
// Add displacement maps
var displacement = hand.Location switch