Wires are now actually hidden by floor tiles. (#181)
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using Content.Shared.Maps;
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using SS14.Client.Interfaces.GameObjects.Components;
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using SS14.Shared.GameObjects;
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using SS14.Shared.GameObjects.Components.Transform;
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namespace Content.Client.GameObjects.Components
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{
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/// <summary>
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/// Simple component that automatically hides the sibling <see cref="ISpriteComponent"/> when the tile it's on
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/// is not a sub floor (plating).
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/// </summary>
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/// <seealso cref="ContentTileDefinition.IsSubFloor"/>
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public sealed class SubFloorHideComponent : Component
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{
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private SnapGridComponent _snapGridComponent;
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public override string Name => "SubFloorHide";
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public override void Initialize()
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{
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base.Initialize();
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_snapGridComponent = Owner.GetComponent<SnapGridComponent>();
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}
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public override void Startup()
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{
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base.Startup();
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_snapGridComponent.OnPositionChanged += SnapGridOnPositionChanged;
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Owner.EntityManager.RaiseEvent(Owner, new SubFloorHideDirtyEvent());
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_snapGridComponent.OnPositionChanged -= SnapGridOnPositionChanged;
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}
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private void SnapGridOnPositionChanged()
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{
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Owner.EntityManager.RaiseEvent(Owner, new SubFloorHideDirtyEvent());
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}
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}
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internal sealed class SubFloorHideDirtyEvent : EntitySystemMessage
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{
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}
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}
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