diff --git a/Content.Client/Rotation/RotationVisualizerSystem.cs b/Content.Client/Rotation/RotationVisualizerSystem.cs index 6105c10c80..6d3be4d1c0 100644 --- a/Content.Client/Rotation/RotationVisualizerSystem.cs +++ b/Content.Client/Rotation/RotationVisualizerSystem.cs @@ -23,8 +23,8 @@ public sealed class RotationVisualizerSystem : SharedRotationVisualsSystem if (args.Sprite == null) return; - // If not defined, defaults to standing. - _appearance.TryGetData(uid, RotationVisuals.RotationState, out var state, args.Component); + if (!_appearance.TryGetData(uid, RotationVisuals.RotationState, out var state, args.Component)) + return; switch (state) { diff --git a/Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs b/Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs index fd6ffd30e3..0ce8c99268 100644 --- a/Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs +++ b/Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs @@ -9,6 +9,7 @@ using Content.Shared.Movement.Events; using Content.Shared.Movement.Pulling.Events; using Content.Shared.Popups; using Content.Shared.Pulling.Events; +using Content.Shared.Rotation; using Content.Shared.Standing; using Content.Shared.Storage.Components; using Content.Shared.Stunnable; @@ -195,6 +196,7 @@ public abstract partial class SharedBuckleSystem buckle.Comp.BuckleTime = _gameTiming.CurTime; ActionBlocker.UpdateCanMove(buckle); Appearance.SetData(buckle, StrapVisuals.State, buckle.Comp.Buckled); + Appearance.SetData(buckle, RotationVisuals.RotationState, RotationState.Horizontal); Dirty(buckle); } @@ -348,6 +350,7 @@ public abstract partial class SharedBuckleSystem SetBuckledTo(buckle, strap!); Appearance.SetData(strap, StrapVisuals.State, true); Appearance.SetData(buckle, BuckleVisuals.Buckled, true); + Appearance.SetData(buckle, RotationVisuals.RotationState, RotationState.Horizontal); _rotationVisuals.SetHorizontalAngle(buckle.Owner, strap.Comp.Rotation); @@ -455,6 +458,7 @@ public abstract partial class SharedBuckleSystem _rotationVisuals.ResetHorizontalAngle(buckle.Owner); Appearance.SetData(strap, StrapVisuals.State, strap.Comp.BuckledEntities.Count != 0); Appearance.SetData(buckle, BuckleVisuals.Buckled, false); + Appearance.SetData(buckle, RotationVisuals.RotationState, RotationState.Vertical); if (HasComp(buckle) || _mobState.IsIncapacitated(buckle)) _standing.Down(buckle);