Add disposal-charging state to disposal rsi (#1649)
Add charging state to UpdateVisualState in Content.Server/DisposalUnitComponent
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@@ -19,6 +19,7 @@ namespace Content.Client.GameObjects.Components.Disposal
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private string _stateAnchored;
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private string _stateUnAnchored;
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private string _stateCharging;
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private string _overlayCharging;
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private string _overlayReady;
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private string _overlayFull;
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@@ -47,6 +48,9 @@ namespace Content.Client.GameObjects.Components.Disposal
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case VisualState.Anchored:
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sprite.LayerSetState(DisposalUnitVisualLayers.Base, _stateAnchored);
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break;
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case VisualState.Charging:
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sprite.LayerSetState(DisposalUnitVisualLayers.Base, _stateCharging);
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break;
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case VisualState.Flushing:
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sprite.LayerSetState(DisposalUnitVisualLayers.Base, _stateAnchored);
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@@ -111,6 +115,7 @@ namespace Content.Client.GameObjects.Components.Disposal
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_stateAnchored = node.GetNode("state_anchored").AsString();
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_stateUnAnchored = node.GetNode("state_unanchored").AsString();
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_stateCharging = node.GetNode("state_charging").AsString();
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_overlayCharging = node.GetNode("overlay_charging").AsString();
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_overlayReady = node.GetNode("overlay_ready").AsString();
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_overlayFull = node.GetNode("overlay_full").AsString();
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