Cleans up Hydroponics content. (#3025)
* Adds to IgnoredComponents.cs * Jackboots * Half Done * Moved to diff PR * Everything functional * Fixed Sprays * Nice * Fixed * Update submodule * Fix tests Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -1,4 +1,4 @@
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using Content.Shared.GameObjects.Components.Botany;
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using Content.Shared.GameObjects.Components.Botany;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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@@ -22,18 +22,18 @@ namespace Content.Client.GameObjects.Components.Botany
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sprite.LayerMapReserveBlank(PlantHolderLayers.AlertLight);
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sprite.LayerMapReserveBlank(PlantHolderLayers.HarvestLight);
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var hydroTools = new ResourcePath("Constructible/Hydroponics/hydro_tools.rsi");
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var hydroTools = new ResourcePath("Constructible/Hydroponics/overlays.rsi");
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sprite.LayerSetSprite(PlantHolderLayers.HealthLight,
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new SpriteSpecifier.Rsi(hydroTools, "over_lowhealth3"));
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new SpriteSpecifier.Rsi(hydroTools, "lowhealth3"));
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sprite.LayerSetSprite(PlantHolderLayers.WaterLight,
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new SpriteSpecifier.Rsi(hydroTools, "over_lowwater3"));
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new SpriteSpecifier.Rsi(hydroTools, "lowwater3"));
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sprite.LayerSetSprite(PlantHolderLayers.NutritionLight,
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new SpriteSpecifier.Rsi(hydroTools, "over_lownutri3"));
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new SpriteSpecifier.Rsi(hydroTools, "lownutri3"));
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sprite.LayerSetSprite(PlantHolderLayers.AlertLight,
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new SpriteSpecifier.Rsi(hydroTools, "over_alert3"));
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new SpriteSpecifier.Rsi(hydroTools, "alert3"));
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sprite.LayerSetSprite(PlantHolderLayers.HarvestLight,
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new SpriteSpecifier.Rsi(hydroTools, "over_harvest3"));
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new SpriteSpecifier.Rsi(hydroTools, "harvest3"));
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// Let's make those invisible for now.
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sprite.LayerSetVisible(PlantHolderLayers.Plant, false);
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