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 _
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@@ -17,6 +17,7 @@ using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.Hands.Systems
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{
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@@ -28,6 +29,7 @@ namespace Content.Client.Hands.Systems
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly StrippableSystem _stripSys = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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[Dependency] private readonly ExamineSystem _examine = default!;
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[Dependency] private readonly DisplacementMapSystem _displacement = default!;
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@@ -297,7 +299,7 @@ namespace Content.Client.Hands.Systems
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{
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foreach (var key in revealedLayers)
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{
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sprite.RemoveLayer(key);
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_sprite.RemoveLayer((uid, sprite), key);
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}
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revealedLayers.Clear();
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@@ -333,7 +335,7 @@ namespace Content.Client.Hands.Systems
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continue;
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}
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var index = sprite.LayerMapReserveBlank(key);
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var index = _sprite.LayerMapReserve((uid, sprite), key);
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// 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.
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if (layerData.RsiPath == null
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@@ -341,12 +343,12 @@ namespace Content.Client.Hands.Systems
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&& sprite[index].Rsi == null)
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{
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if (TryComp<ItemComponent>(held, out var itemComponent) && itemComponent.RsiPath != null)
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sprite.LayerSetRSI(index, itemComponent.RsiPath);
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_sprite.LayerSetRsi((uid, sprite), index, new ResPath(itemComponent.RsiPath));
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else if (TryComp(held, out SpriteComponent? clothingSprite))
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sprite.LayerSetRSI(index, clothingSprite.BaseRSI);
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_sprite.LayerSetRsi((uid, sprite), index, clothingSprite.BaseRSI);
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}
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sprite.LayerSetData(index, layerData);
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_sprite.LayerSetData((uid, sprite), index, layerData);
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// Add displacement maps
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var displacement = hand.Location switch
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