Cleanup warnings in DamageStateVisualizerSystem (#37435)

Cleanup warnings in DamageStateVisualizerSystem
This commit is contained in:
Tayrtahn
2025-05-13 21:58:03 -04:00
committed by GitHub
parent d957cdb144
commit a9e0d8725e

View File

@@ -6,6 +6,8 @@ namespace Content.Client.DamageState;
public sealed class DamageStateVisualizerSystem : VisualizerSystem<DamageStateVisualsComponent> public sealed class DamageStateVisualizerSystem : VisualizerSystem<DamageStateVisualsComponent>
{ {
[Dependency] private readonly SpriteSystem _sprite = default!;
protected override void OnAppearanceChange(EntityUid uid, DamageStateVisualsComponent component, ref AppearanceChangeEvent args) protected override void OnAppearanceChange(EntityUid uid, DamageStateVisualsComponent component, ref AppearanceChangeEvent args)
{ {
var sprite = args.Sprite; var sprite = args.Sprite;
@@ -23,18 +25,18 @@ public sealed class DamageStateVisualizerSystem : VisualizerSystem<DamageStateVi
// Brain no worky rn so this was just easier. // Brain no worky rn so this was just easier.
foreach (var key in new[] { DamageStateVisualLayers.Base, DamageStateVisualLayers.BaseUnshaded }) foreach (var key in new[] { DamageStateVisualLayers.Base, DamageStateVisualLayers.BaseUnshaded })
{ {
if (!sprite.LayerMapTryGet(key, out _)) continue; if (!_sprite.LayerMapTryGet((uid, sprite), key, out _, false)) continue;
sprite.LayerSetVisible(key, false); _sprite.LayerSetVisible((uid, sprite), key, false);
} }
foreach (var (key, state) in layers) foreach (var (key, state) in layers)
{ {
// Inheritance moment. // Inheritance moment.
if (!sprite.LayerMapTryGet(key, out _)) continue; if (!_sprite.LayerMapTryGet((uid, sprite), key, out _, false)) continue;
sprite.LayerSetVisible(key, true); _sprite.LayerSetVisible((uid, sprite), key, true);
sprite.LayerSetState(key, state); _sprite.LayerSetRsiState((uid, sprite), key, state);
} }
// So they don't draw over mobs anymore // So they don't draw over mobs anymore
@@ -43,12 +45,12 @@ public sealed class DamageStateVisualizerSystem : VisualizerSystem<DamageStateVi
if (sprite.DrawDepth > (int)DrawDepth.DeadMobs) if (sprite.DrawDepth > (int)DrawDepth.DeadMobs)
{ {
component.OriginalDrawDepth = sprite.DrawDepth; component.OriginalDrawDepth = sprite.DrawDepth;
sprite.DrawDepth = (int) DrawDepth.DeadMobs; _sprite.SetDrawDepth((uid, sprite), (int)DrawDepth.DeadMobs);
} }
} }
else if (component.OriginalDrawDepth != null) else if (component.OriginalDrawDepth != null)
{ {
sprite.DrawDepth = component.OriginalDrawDepth.Value; _sprite.SetDrawDepth((uid, sprite), component.OriginalDrawDepth.Value);
component.OriginalDrawDepth = null; component.OriginalDrawDepth = null;
} }
} }