Cleanup more SpriteComponent warnings (part 2) (#37527)
* Cleanup warnings in MagazineVisualsSpriteTest * Cleanup warnings in WiresVisualizerSystem * Cleanup warnings in GunSystem.SpentAmmo * Cleanup warnings in GunSystem * Cleanup warnings in GunSystem.ChamberMagazine * Cleanup warnings in MeleeWeaponSystem.Effects * Cleanup warnings in ToggleableLightVisualsSystem * Cleanup warnings in StatusIconOverlay * Cleanup warnings in SpriteFadeSystem * Cleanup warnings in PdaVisualizerSystem * Cleanup warnings in EnvelopeSystem * Cleanup warnings in MechSystem * Cleanup warnings in MappingOverlay * Cleanup warnings in LockVisualizerSystem * Cleanup warnings in DragDropSystem * Cleanup warnings in GhostSystem * Cleanup warnings in TriggerSystem.Proximity * Cleanup warnings in DragonSystem * Cleanup warnings in PortableScrubberVisualsSystem * File-scoped namespace for PortableScrubberVisualsSystem
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@@ -10,6 +10,7 @@ namespace Content.Client.Mech;
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public sealed class MechSystem : SharedMechSystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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/// <inheritdoc/>
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public override void Initialize()
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@@ -24,7 +25,7 @@ public sealed class MechSystem : SharedMechSystem
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if (args.Sprite == null)
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return;
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if (!args.Sprite.TryGetLayer((int) MechVisualLayers.Base, out var layer))
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if (!_sprite.LayerExists((uid, args.Sprite), MechVisualLayers.Base))
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return;
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var state = component.BaseState;
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@@ -40,7 +41,7 @@ public sealed class MechSystem : SharedMechSystem
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drawDepth = DrawDepth.SmallMobs;
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}
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layer.SetState(state);
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args.Sprite.DrawDepth = (int) drawDepth;
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_sprite.LayerSetRsiState((uid, args.Sprite), MechVisualLayers.Base, state);
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_sprite.SetDrawDepth((uid, args.Sprite), (int)drawDepth);
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}
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}
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