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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@@ -1,9 +1,7 @@
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using System.Collections.Generic;
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using Content.Client.Weapons.Ranged.Components;
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using Content.Shared.Prototypes;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Prototypes;
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namespace Content.IntegrationTests.Tests;
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@@ -16,10 +14,11 @@ public sealed class MagazineVisualsSpriteTest
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[Test]
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public async Task MagazineVisualsSpritesExist()
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{
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await using var pair = await PoolManager.GetServerClient();
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await using var pair = await PoolManager.GetServerClient(new PoolSettings { Connected = true });
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var client = pair.Client;
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var toTest = new List<(int, string)>();
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var protos = pair.GetPrototypesWithComponent<MagazineVisualsComponent>();
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var spriteSys = client.System<SpriteSystem>();
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await client.WaitAssertion(() =>
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{
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@@ -36,9 +35,9 @@ public sealed class MagazineVisualsSpriteTest
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@$"{proto.ID} has MagazineVisualsComponent but no AppearanceComponent.");
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toTest.Clear();
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if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out var magLayerId))
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if (spriteSys.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out var magLayerId, false))
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toTest.Add((magLayerId, ""));
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if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out var magUnshadedLayerId))
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if (spriteSys.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out var magUnshadedLayerId, false))
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toTest.Add((magUnshadedLayerId, "-unshaded"));
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Assert.That(
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@@ -49,7 +48,7 @@ public sealed class MagazineVisualsSpriteTest
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var start = visuals.ZeroVisible ? 0 : 1;
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foreach (var (id, midfix) in toTest)
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{
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Assert.That(sprite.TryGetLayer(id, out var layer));
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Assert.That(spriteSys.TryGetLayer((uid, sprite), id, out var layer, false));
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var rsi = layer.ActualRsi;
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for (var i = start; i < visuals.MagSteps; i++)
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{
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