Cleanup warnings in AirlockSystem (#37434)
Cleanup warnings in AirlockSystem
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@@ -10,6 +10,7 @@ namespace Content.Client.Doors;
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public sealed class AirlockSystem : SharedAirlockSystem
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public sealed class AirlockSystem : SharedAirlockSystem
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{
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{
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[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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public override void Initialize()
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{
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{
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@@ -101,11 +102,12 @@ public sealed class AirlockSystem : SharedAirlockSystem
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&& !boltedVisible && !emergencyLightsVisible;
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&& !boltedVisible && !emergencyLightsVisible;
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}
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}
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args.Sprite.LayerSetVisible(DoorVisualLayers.BaseUnlit, unlitVisible);
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_sprite.LayerSetVisible((uid, args.Sprite), DoorVisualLayers.BaseUnlit, unlitVisible);
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args.Sprite.LayerSetVisible(DoorVisualLayers.BaseBolted, boltedVisible);
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_sprite.LayerSetVisible((uid, args.Sprite), DoorVisualLayers.BaseBolted, boltedVisible);
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if (comp.EmergencyAccessLayer)
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if (comp.EmergencyAccessLayer)
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{
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{
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args.Sprite.LayerSetVisible(
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_sprite.LayerSetVisible(
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(uid, args.Sprite),
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DoorVisualLayers.BaseEmergencyAccess,
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DoorVisualLayers.BaseEmergencyAccess,
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emergencyLightsVisible
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emergencyLightsVisible
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&& state != DoorState.Open
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&& state != DoorState.Open
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@@ -118,12 +120,12 @@ public sealed class AirlockSystem : SharedAirlockSystem
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switch (state)
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switch (state)
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{
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{
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case DoorState.Open:
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case DoorState.Open:
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args.Sprite.LayerSetState(DoorVisualLayers.BaseUnlit, comp.ClosingSpriteState);
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_sprite.LayerSetRsiState((uid, args.Sprite), DoorVisualLayers.BaseUnlit, comp.ClosingSpriteState);
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args.Sprite.LayerSetAnimationTime(DoorVisualLayers.BaseUnlit, 0);
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_sprite.LayerSetAnimationTime((uid, args.Sprite), DoorVisualLayers.BaseUnlit, 0);
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break;
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break;
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case DoorState.Closed:
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case DoorState.Closed:
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args.Sprite.LayerSetState(DoorVisualLayers.BaseUnlit, comp.OpeningSpriteState);
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_sprite.LayerSetRsiState((uid, args.Sprite), DoorVisualLayers.BaseUnlit, comp.OpeningSpriteState);
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args.Sprite.LayerSetAnimationTime(DoorVisualLayers.BaseUnlit, 0);
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_sprite.LayerSetAnimationTime((uid, args.Sprite), DoorVisualLayers.BaseUnlit, 0);
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break;
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break;
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}
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}
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}
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}
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