Get rid of the OverlayEffectsComponent stuff (#3010)
* Get rid of the OverlayEffectsComponent stuff because it just ended up creating workarounds for it's bugs, without removing any functionality * Flashes and Flashbangs use the same code now (the Flashable path because it's better)
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@@ -3,6 +3,7 @@ using Robust.Client.Graphics.Drawing;
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using Robust.Client.Graphics.Overlays;
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using Robust.Client.Graphics.Shaders;
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using Robust.Client.Interfaces.Graphics.ClientEye;
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using Robust.Client.Player;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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@@ -13,11 +14,12 @@ namespace Content.Client.Graphics.Overlays
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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private readonly ShaderInstance _shader;
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public CircleMaskOverlay() : base(nameof(SharedOverlayID.CircleMaskOverlay))
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public CircleMaskOverlay() : base(nameof(CircleMaskOverlay))
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{
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IoCManager.InjectDependencies(this);
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_shader = _prototypeManager.Index<ShaderPrototype>("CircleMask").Instance();
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@@ -25,6 +27,8 @@ namespace Content.Client.Graphics.Overlays
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protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
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{
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if (!GradientCircleMaskOverlay.LocalPlayerHasState(_playerManager, false, true))
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return;
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handle.UseShader(_shader);
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var worldHandle = (DrawingHandleWorld)handle;
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var viewport = _eyeManager.GetWorldViewport();
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