Cleanup redundant SpriteSystem dependencies in VisualizerSystems (#37758)
Cleanup redundant SpriteSystem dependencies in VisualizerSystems
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@@ -7,11 +7,9 @@ namespace Content.Client.Atmos.Monitor;
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public sealed class AtmosAlarmableVisualsSystem : VisualizerSystem<AtmosAlarmableVisualsComponent>
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{
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[Dependency] private readonly SpriteSystem _sprite = default!;
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protected override void OnAppearanceChange(EntityUid uid, AtmosAlarmableVisualsComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null || !_sprite.LayerMapTryGet((uid, args.Sprite), component.LayerMap, out var layer, false))
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if (args.Sprite == null || !SpriteSystem.LayerMapTryGet((uid, args.Sprite), component.LayerMap, out var layer, false))
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return;
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if (!args.AppearanceData.TryGetValue(PowerDeviceVisuals.Powered, out var poweredObject) ||
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@@ -24,8 +22,8 @@ public sealed class AtmosAlarmableVisualsSystem : VisualizerSystem<AtmosAlarmabl
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{
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foreach (var visLayer in component.HideOnDepowered)
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{
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if (_sprite.LayerMapTryGet((uid, args.Sprite), visLayer, out var powerVisibilityLayer, false))
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_sprite.LayerSetVisible((uid, args.Sprite), powerVisibilityLayer, powered);
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if (SpriteSystem.LayerMapTryGet((uid, args.Sprite), visLayer, out var powerVisibilityLayer, false))
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SpriteSystem.LayerSetVisible((uid, args.Sprite), powerVisibilityLayer, powered);
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}
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}
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@@ -33,8 +31,8 @@ public sealed class AtmosAlarmableVisualsSystem : VisualizerSystem<AtmosAlarmabl
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{
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foreach (var (setLayer, powerState) in component.SetOnDepowered)
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{
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if (_sprite.LayerMapTryGet((uid, args.Sprite), setLayer, out var setStateLayer, false))
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_sprite.LayerSetRsiState((uid, args.Sprite), setStateLayer, new RSI.StateId(powerState));
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if (SpriteSystem.LayerMapTryGet((uid, args.Sprite), setLayer, out var setStateLayer, false))
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), setStateLayer, new RSI.StateId(powerState));
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}
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}
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@@ -43,7 +41,7 @@ public sealed class AtmosAlarmableVisualsSystem : VisualizerSystem<AtmosAlarmabl
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&& powered
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&& component.AlarmStates.TryGetValue(alarmType, out var state))
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{
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_sprite.LayerSetRsiState((uid, args.Sprite), layer, new RSI.StateId(state));
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), layer, new RSI.StateId(state));
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}
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}
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}
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