Cleanup redundant SpriteSystem dependencies in VisualizerSystems (#37758)

Cleanup redundant SpriteSystem dependencies in VisualizerSystems
This commit is contained in:
Tayrtahn
2025-05-23 14:12:20 -04:00
committed by GitHub
parent f3f655a8f9
commit bd6645b021
29 changed files with 193 additions and 239 deletions

View File

@@ -6,8 +6,6 @@ namespace Content.Client.DamageState;
public sealed class DamageStateVisualizerSystem : VisualizerSystem<DamageStateVisualsComponent>
{
[Dependency] private readonly SpriteSystem _sprite = default!;
protected override void OnAppearanceChange(EntityUid uid, DamageStateVisualsComponent component, ref AppearanceChangeEvent args)
{
var sprite = args.Sprite;
@@ -25,18 +23,18 @@ public sealed class DamageStateVisualizerSystem : VisualizerSystem<DamageStateVi
// Brain no worky rn so this was just easier.
foreach (var key in new[] { DamageStateVisualLayers.Base, DamageStateVisualLayers.BaseUnshaded })
{
if (!_sprite.LayerMapTryGet((uid, sprite), key, out _, false)) continue;
if (!SpriteSystem.LayerMapTryGet((uid, sprite), key, out _, false)) continue;
_sprite.LayerSetVisible((uid, sprite), key, false);
SpriteSystem.LayerSetVisible((uid, sprite), key, false);
}
foreach (var (key, state) in layers)
{
// Inheritance moment.
if (!_sprite.LayerMapTryGet((uid, sprite), key, out _, false)) continue;
if (!SpriteSystem.LayerMapTryGet((uid, sprite), key, out _, false)) continue;
_sprite.LayerSetVisible((uid, sprite), key, true);
_sprite.LayerSetRsiState((uid, sprite), key, state);
SpriteSystem.LayerSetVisible((uid, sprite), key, true);
SpriteSystem.LayerSetRsiState((uid, sprite), key, state);
}
// So they don't draw over mobs anymore
@@ -45,12 +43,12 @@ public sealed class DamageStateVisualizerSystem : VisualizerSystem<DamageStateVi
if (sprite.DrawDepth > (int)DrawDepth.DeadMobs)
{
component.OriginalDrawDepth = sprite.DrawDepth;
_sprite.SetDrawDepth((uid, sprite), (int)DrawDepth.DeadMobs);
SpriteSystem.SetDrawDepth((uid, sprite), (int)DrawDepth.DeadMobs);
}
}
else if (component.OriginalDrawDepth != null)
{
_sprite.SetDrawDepth((uid, sprite), component.OriginalDrawDepth.Value);
SpriteSystem.SetDrawDepth((uid, sprite), component.OriginalDrawDepth.Value);
component.OriginalDrawDepth = null;
}
}