Cleanup warnings in GunSystem.MagazineVisuals (#37373)

Cleanup warnings in GunSystem.MagazineVisuals
This commit is contained in:
Tayrtahn
2025-05-12 17:17:19 -04:00
committed by GitHub
parent 848d176651
commit cec13166a8
2 changed files with 22 additions and 21 deletions

View File

@@ -17,16 +17,16 @@ public sealed partial class GunSystem
{
if (!TryComp<SpriteComponent>(uid, out var sprite)) return;
if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false))
{
sprite.LayerSetState(GunVisualLayers.Mag, $"{component.MagState}-{component.MagSteps - 1}");
sprite.LayerSetVisible(GunVisualLayers.Mag, false);
_sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.Mag, $"{component.MagState}-{component.MagSteps - 1}");
_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, false);
}
if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false))
{
sprite.LayerSetState(GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{component.MagSteps - 1}");
sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, false);
_sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{component.MagSteps - 1}");
_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, false);
}
}
@@ -53,45 +53,45 @@ public sealed partial class GunSystem
current = component.MagSteps;
}
var step = ContentHelpers.RoundToLevels((int) current, (int) capacity, component.MagSteps);
var step = ContentHelpers.RoundToLevels((int)current, (int)capacity, component.MagSteps);
if (step == 0 && !component.ZeroVisible)
{
if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false))
{
sprite.LayerSetVisible(GunVisualLayers.Mag, false);
_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, false);
}
if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false))
{
sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, false);
_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, false);
}
return;
}
if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false))
{
sprite.LayerSetVisible(GunVisualLayers.Mag, true);
sprite.LayerSetState(GunVisualLayers.Mag, $"{component.MagState}-{step}");
_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, true);
_sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.Mag, $"{component.MagState}-{step}");
}
if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false))
{
sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, true);
sprite.LayerSetState(GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{step}");
_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, true);
_sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{step}");
}
}
else
{
if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false))
{
sprite.LayerSetVisible(GunVisualLayers.Mag, false);
_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, false);
}
if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false))
{
sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, false);
_sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, false);
}
}
}

View File

@@ -38,6 +38,7 @@ public sealed partial class GunSystem : SharedGunSystem
[Dependency] private readonly SharedCameraRecoilSystem _recoil = default!;
[Dependency] private readonly SharedMapSystem _maps = default!;
[Dependency] private readonly SharedTransformSystem _xform = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
[ValidatePrototypeId<EntityPrototype>]
public const string HitscanProto = "HitscanEffect";