Cleanup warnings in DamageStateVisualizerSystem (#37435)
Cleanup warnings in DamageStateVisualizerSystem
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@@ -6,6 +6,8 @@ namespace Content.Client.DamageState;
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public sealed class DamageStateVisualizerSystem : VisualizerSystem<DamageStateVisualsComponent>
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{
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[Dependency] private readonly SpriteSystem _sprite = default!;
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protected override void OnAppearanceChange(EntityUid uid, DamageStateVisualsComponent component, ref AppearanceChangeEvent args)
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{
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var sprite = args.Sprite;
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@@ -21,34 +23,34 @@ public sealed class DamageStateVisualizerSystem : VisualizerSystem<DamageStateVi
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}
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// Brain no worky rn so this was just easier.
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foreach (var key in new []{ DamageStateVisualLayers.Base, DamageStateVisualLayers.BaseUnshaded })
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foreach (var key in new[] { DamageStateVisualLayers.Base, DamageStateVisualLayers.BaseUnshaded })
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{
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if (!sprite.LayerMapTryGet(key, out _)) continue;
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if (!_sprite.LayerMapTryGet((uid, sprite), key, out _, false)) continue;
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sprite.LayerSetVisible(key, false);
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_sprite.LayerSetVisible((uid, sprite), key, false);
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}
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foreach (var (key, state) in layers)
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{
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// Inheritance moment.
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if (!sprite.LayerMapTryGet(key, out _)) continue;
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if (!_sprite.LayerMapTryGet((uid, sprite), key, out _, false)) continue;
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sprite.LayerSetVisible(key, true);
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sprite.LayerSetState(key, state);
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_sprite.LayerSetVisible((uid, sprite), key, true);
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_sprite.LayerSetRsiState((uid, sprite), key, state);
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}
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// So they don't draw over mobs anymore
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if (data == MobState.Dead)
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{
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if (sprite.DrawDepth > (int) DrawDepth.DeadMobs)
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if (sprite.DrawDepth > (int)DrawDepth.DeadMobs)
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{
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component.OriginalDrawDepth = sprite.DrawDepth;
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sprite.DrawDepth = (int) DrawDepth.DeadMobs;
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_sprite.SetDrawDepth((uid, sprite), (int)DrawDepth.DeadMobs);
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}
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}
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else if (component.OriginalDrawDepth != null)
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{
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sprite.DrawDepth = component.OriginalDrawDepth.Value;
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_sprite.SetDrawDepth((uid, sprite), component.OriginalDrawDepth.Value);
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component.OriginalDrawDepth = null;
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}
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}
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