Cleanup warnings in RgbLightControllerSystem (#37458)

Cleanup warnings in RgbLightControllerSystem
This commit is contained in:
Tayrtahn
2025-05-14 18:01:54 -04:00
committed by GitHub
parent fa953947f6
commit 9e000fa5cd

View File

@@ -18,6 +18,7 @@ namespace Content.Client.Light
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly ItemSystem _itemSystem = default!;
[Dependency] private readonly SharedPointLightSystem _lights = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
public override void Initialize()
{
@@ -75,7 +76,7 @@ namespace Content.Client.Light
foreach (var key in args.RevealedLayers)
{
if (!sprite.LayerMapTryGet(key, out var index) || sprite[index] is not Layer layer)
if (!_sprite.LayerMapTryGet((args.User, sprite), key, out var index, false) || sprite[index] is not Layer layer)
continue;
if (layer.ShaderPrototype == "unshaded")
@@ -93,7 +94,7 @@ namespace Content.Client.Light
foreach (var key in args.RevealedLayers)
{
if (!sprite.LayerMapTryGet(key, out var index) || sprite[index] is not Layer layer)
if (!_sprite.LayerMapTryGet((args.Equipee, sprite), key, out var index, false) || sprite[index] is not Layer layer)
continue;
if (layer.ShaderPrototype == "unshaded")
@@ -164,7 +165,7 @@ namespace Content.Client.Light
foreach (var (layer, color) in rgb.OriginalLayerColors)
{
sprite.LayerSetColor(layer, color);
_sprite.LayerSetColor((uid, sprite), layer, color);
}
}
@@ -181,7 +182,7 @@ namespace Content.Client.Light
{
foreach (var index in rgb.Layers)
{
if (sprite.TryGetLayer(index, out var layer))
if (_sprite.TryGetLayer((uid, sprite), index, out var layer, false))
layer.Color = color;
}
}
@@ -192,8 +193,8 @@ namespace Content.Client.Light
foreach (var layer in rgb.HolderLayers)
{
if (holderSprite.LayerMapTryGet(layer, out var index))
holderSprite.LayerSetColor(index, color);
if (_sprite.LayerMapTryGet((rgb.Holder.Value, holderSprite), layer, out var index, false))
_sprite.LayerSetColor((rgb.Holder.Value, holderSprite), index, color);
}
}