Cleanup warnings in GunSystem.MagazineVisuals (#37373)
Cleanup warnings in GunSystem.MagazineVisuals
This commit is contained in:
@@ -17,16 +17,16 @@ public sealed partial class GunSystem
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{
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{
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if (!TryComp<SpriteComponent>(uid, out var sprite)) return;
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if (!TryComp<SpriteComponent>(uid, out var sprite)) return;
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if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
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if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false))
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{
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{
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sprite.LayerSetState(GunVisualLayers.Mag, $"{component.MagState}-{component.MagSteps - 1}");
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_sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.Mag, $"{component.MagState}-{component.MagSteps - 1}");
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sprite.LayerSetVisible(GunVisualLayers.Mag, false);
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_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, false);
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}
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}
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if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
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if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false))
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{
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{
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sprite.LayerSetState(GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{component.MagSteps - 1}");
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_sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{component.MagSteps - 1}");
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sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, false);
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_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, false);
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}
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}
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}
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}
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@@ -57,41 +57,41 @@ public sealed partial class GunSystem
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if (step == 0 && !component.ZeroVisible)
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if (step == 0 && !component.ZeroVisible)
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{
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{
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if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
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if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false))
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{
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{
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sprite.LayerSetVisible(GunVisualLayers.Mag, false);
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_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, false);
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}
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}
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if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
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if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false))
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{
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{
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sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, false);
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_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, false);
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}
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}
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return;
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return;
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}
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}
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if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
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if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false))
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{
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{
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sprite.LayerSetVisible(GunVisualLayers.Mag, true);
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_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, true);
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sprite.LayerSetState(GunVisualLayers.Mag, $"{component.MagState}-{step}");
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_sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.Mag, $"{component.MagState}-{step}");
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}
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}
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if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
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if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false))
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{
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{
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sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, true);
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_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, true);
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sprite.LayerSetState(GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{step}");
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_sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{step}");
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}
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}
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}
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}
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else
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else
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{
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{
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if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
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if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false))
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{
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{
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sprite.LayerSetVisible(GunVisualLayers.Mag, false);
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_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, false);
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}
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}
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if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
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if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false))
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{
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{
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sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, false);
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_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, false);
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}
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}
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}
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}
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}
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}
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@@ -38,6 +38,7 @@ public sealed partial class GunSystem : SharedGunSystem
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[Dependency] private readonly SharedCameraRecoilSystem _recoil = default!;
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[Dependency] private readonly SharedCameraRecoilSystem _recoil = default!;
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[Dependency] private readonly SharedMapSystem _maps = default!;
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[Dependency] private readonly SharedMapSystem _maps = default!;
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[Dependency] private readonly SharedTransformSystem _xform = default!;
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[Dependency] private readonly SharedTransformSystem _xform = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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[ValidatePrototypeId<EntityPrototype>]
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[ValidatePrototypeId<EntityPrototype>]
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public const string HitscanProto = "HitscanEffect";
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public const string HitscanProto = "HitscanEffect";
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