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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@@ -1,4 +1,3 @@
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using System;
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using Content.Shared.Singularity.Components;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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@@ -16,7 +15,8 @@ public sealed class RadiationCollectorSystem : VisualizerSystem<RadiationCollect
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private void OnComponentInit(EntityUid uid, RadiationCollectorComponent comp, ComponentInit args)
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{
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comp.ActivateAnimation = new Animation {
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comp.ActivateAnimation = new Animation
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{
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Length = TimeSpan.FromSeconds(0.8f),
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AnimationTracks = {
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new AnimationTrackSpriteFlick() {
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@@ -26,7 +26,8 @@ public sealed class RadiationCollectorSystem : VisualizerSystem<RadiationCollect
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}
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};
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comp.DeactiveAnimation = new Animation {
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comp.DeactiveAnimation = new Animation
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{
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Length = TimeSpan.FromSeconds(0.8f),
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AnimationTracks = {
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new AnimationTrackSpriteFlick() {
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@@ -46,10 +47,10 @@ public sealed class RadiationCollectorSystem : VisualizerSystem<RadiationCollect
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if (AnimationSystem.HasRunningAnimation(uid, animPlayer, RadiationCollectorComponent.AnimationKey))
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return;
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var targetState = (RadiationCollectorVisualState) (state & RadiationCollectorVisualState.Active);
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var destinationState = (RadiationCollectorVisualState) (comp.CurrentState & RadiationCollectorVisualState.Active);
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var targetState = state & RadiationCollectorVisualState.Active;
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var destinationState = comp.CurrentState & RadiationCollectorVisualState.Active;
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if (targetState != destinationState) // If where we're going is not where we want to be then we must go there next.
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targetState = (RadiationCollectorVisualState) (targetState | RadiationCollectorVisualState.Deactivating); // Convert to transition state.
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targetState |= RadiationCollectorVisualState.Deactivating; // Convert to transition state.
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comp.CurrentState = state;
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@@ -63,10 +64,10 @@ public sealed class RadiationCollectorSystem : VisualizerSystem<RadiationCollect
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break;
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case RadiationCollectorVisualState.Active:
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sprite.LayerSetState(RadiationCollectorVisualLayers.Main, comp.ActiveState);
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SpriteSystem.LayerSetRsiState((uid, sprite), RadiationCollectorVisualLayers.Main, comp.ActiveState);
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break;
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case RadiationCollectorVisualState.Deactive:
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sprite.LayerSetState(RadiationCollectorVisualLayers.Main, comp.InactiveState);
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SpriteSystem.LayerSetRsiState((uid, sprite), RadiationCollectorVisualLayers.Main, comp.InactiveState);
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break;
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}
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}
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@@ -84,7 +85,7 @@ public sealed class RadiationCollectorSystem : VisualizerSystem<RadiationCollect
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state = comp.CurrentState;
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// Convert to terminal state.
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var targetState = (RadiationCollectorVisualState) (state & RadiationCollectorVisualState.Active);
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var targetState = state & RadiationCollectorVisualState.Active;
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UpdateVisuals(uid, targetState, comp, sprite, animPlayer);
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}
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