Cleanup warnings in KillSignSystem (#37451)

Cleanup warnings in KillSignSystem
This commit is contained in:
Tayrtahn
2025-05-14 12:13:35 -04:00
committed by GitHub
parent 9c2a84daa5
commit 6b299046d3

View File

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