Cleanup warnings in KillSignSystem (#37451)
Cleanup warnings in KillSignSystem
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@@ -7,6 +7,8 @@ namespace Content.Client.Administration.Systems;
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public sealed class KillSignSystem : EntitySystem
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public sealed class KillSignSystem : EntitySystem
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{
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{
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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public override void Initialize()
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{
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{
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SubscribeLocalEvent<KillSignComponent, ComponentStartup>(KillSignAdded);
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SubscribeLocalEvent<KillSignComponent, ComponentStartup>(KillSignAdded);
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@@ -18,10 +20,10 @@ public sealed class KillSignSystem : EntitySystem
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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return;
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return;
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if (!sprite.LayerMapTryGet(KillSignKey.Key, out var layer))
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if (!_sprite.LayerMapTryGet((uid, sprite), KillSignKey.Key, out var layer, false))
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return;
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return;
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sprite.RemoveLayer(layer);
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_sprite.RemoveLayer((uid, sprite), layer);
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}
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}
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private void KillSignAdded(EntityUid uid, KillSignComponent component, ComponentStartup args)
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private void KillSignAdded(EntityUid uid, KillSignComponent component, ComponentStartup args)
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@@ -29,15 +31,15 @@ public sealed class KillSignSystem : EntitySystem
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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return;
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return;
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if (sprite.LayerMapTryGet(KillSignKey.Key, out var _))
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if (_sprite.LayerMapTryGet((uid, sprite), KillSignKey.Key, out var _, false))
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return;
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return;
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var adj = sprite.Bounds.Height / 2 + ((1.0f/32) * 6.0f);
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var adj = _sprite.GetLocalBounds((uid, sprite)).Height / 2 + ((1.0f / 32) * 6.0f);
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var layer = sprite.AddLayer(new SpriteSpecifier.Rsi(new ResPath("Objects/Misc/killsign.rsi"), "sign"));
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var layer = _sprite.AddLayer((uid, sprite), new SpriteSpecifier.Rsi(new ResPath("Objects/Misc/killsign.rsi"), "sign"));
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sprite.LayerMapSet(KillSignKey.Key, layer);
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_sprite.LayerMapSet((uid, sprite), KillSignKey.Key, layer);
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sprite.LayerSetOffset(layer, new Vector2(0.0f, adj));
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_sprite.LayerSetOffset((uid, sprite), layer, new Vector2(0.0f, adj));
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sprite.LayerSetShader(layer, "unshaded");
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sprite.LayerSetShader(layer, "unshaded");
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}
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}
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