fix: don't default to uncharged sprite state for cells (#38730)
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@@ -48,8 +48,9 @@ public sealed class PowerCellSystem : SharedPowerCellSystem
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if (!_sprite.LayerExists((uid, args.Sprite), PowerCellVisualLayers.Unshaded))
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if (!_sprite.LayerExists((uid, args.Sprite), PowerCellVisualLayers.Unshaded))
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return;
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return;
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// If no appearance data is set, rely on whatever existing sprite state is set being correct.
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if (!_appearance.TryGetData<byte>(uid, PowerCellVisuals.ChargeLevel, out var level, args.Component))
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if (!_appearance.TryGetData<byte>(uid, PowerCellVisuals.ChargeLevel, out var level, args.Component))
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level = 0;
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return;
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var positiveCharge = level > 0;
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var positiveCharge = level > 0;
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_sprite.LayerSetVisible((uid, args.Sprite), PowerCellVisualLayers.Unshaded, positiveCharge);
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_sprite.LayerSetVisible((uid, args.Sprite), PowerCellVisualLayers.Unshaded, positiveCharge);
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