Cleanup more SpriteComponent warnings (part 5) (#37590)
* 1 warning in KudzuVisualizerSystem * 2 warnings in ChameleonProjectorSystem * 1 warning in MarkerSystem * 2 warnings in ItemSystem * 1 warning in GhostToggleSelfVisibility * 1 warning in FoamVisualizerSystem * 1 warning in ClickableTest * 1 warning in ThrownItemVisualizerSystem * 2 warnings in InfantSystem * 1 warning in ChasmFallingVisualsSystem * 1 warning in PotencyVisualsSystem * 2 warnings in OrbitVisualsSystem * 2 warnings in BeamSystem * 1 warning in JitteringSystem * 1 warning in CardboardBoxSystem * 2 warnings in StationAiSystem * 2 warnings in FirelockSystem * 2 warnings in CargoSystem.Telepad * 1 warning in StasisBedSystem * 2 warnings in WeldableVisualizerSystem * 2 warnings in DeliveryVisualizerSystem * 1 warning in TimerTriggerVisualizerSystem * 1 warning in StorageFillVisualizerSystem * 2 warnings in RadiationCollectorSystem * 2 warnings in BorgSwitchableTypeSystem * 1 warning in TurnstileSystem * 1 warning in SurveillanceCameraVisualsSystem * 1 warning in BurnStateVisualizerSystem * 2 warnings in CableVisualizerSystem * 1 warning in JetpackSystem
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@@ -8,6 +8,7 @@ namespace Content.Client.Doors;
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public sealed class FirelockSystem : SharedFirelockSystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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{
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@@ -18,7 +19,7 @@ public sealed class FirelockSystem : SharedFirelockSystem
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protected override void OnComponentStartup(Entity<FirelockComponent> ent, ref ComponentStartup args)
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{
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base.OnComponentStartup(ent, ref args);
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if(!TryComp<DoorComponent>(ent.Owner, out var door))
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if (!TryComp<DoorComponent>(ent.Owner, out var door))
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return;
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door.ClosedSpriteStates.Add((DoorVisualLayers.BaseUnlit, ent.Comp.WarningLightSpriteState));
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@@ -57,7 +58,7 @@ public sealed class FirelockSystem : SharedFirelockSystem
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|| state == DoorState.Denying
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|| (_appearanceSystem.TryGetData<bool>(uid, DoorVisuals.ClosedLights, out var closedLights, args.Component) && closedLights);
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args.Sprite.LayerSetVisible(DoorVisualLayers.BaseUnlit, unlitVisible && !boltedVisible);
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args.Sprite.LayerSetVisible(DoorVisualLayers.BaseBolted, boltedVisible);
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_sprite.LayerSetVisible((uid, args.Sprite), DoorVisualLayers.BaseUnlit, unlitVisible && !boltedVisible);
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_sprite.LayerSetVisible((uid, args.Sprite), DoorVisualLayers.BaseBolted, boltedVisible);
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}
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}
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