Removes half-implemented ConduitLayer from piping (#2957)
Co-authored-by: py01 <pyronetics01@gmail.com>
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@@ -22,12 +22,6 @@ namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
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public PipeDirection PipeDirection { get => _pipeDirection; set => SetPipeDirection(value); }
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private PipeDirection _pipeDirection;
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/// <summary>
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/// Controls what visuals are applied in <see cref="PipeVisualizer"/>.
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/// </summary>
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public ConduitLayer ConduitLayer => _conduitLayer;
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private ConduitLayer _conduitLayer;
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[ViewVariables]
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private IPipeNet _pipeNet = PipeNet.NullNet;
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@@ -69,7 +63,6 @@ namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
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base.ExposeData(serializer);
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serializer.DataField(ref _pipeDirection, "pipeDirection", PipeDirection.None);
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serializer.DataField(this, x => x.LocalAir, "gasMixture", new GasMixture(DefaultVolume));
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serializer.DataField(ref _conduitLayer, "conduitLayer", ConduitLayer.Two);
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}
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public override void Initialize(IEntity owner)
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@@ -138,7 +131,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
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private void UpdateAppearance()
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{
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_appearance?.SetData(PipeVisuals.VisualState, new PipeVisualState(PipeDirection, ConduitLayer));
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_appearance?.SetData(PipeVisuals.VisualState, new PipeVisualState(PipeDirection));
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}
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private void SetPipeDirection(PipeDirection pipeDirection)
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