Remove unshaded from window cracks (#3547)
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@@ -38,28 +38,24 @@ namespace Content.Client.GameObjects.Components
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_sprite.LayerMapSet(CornerLayers.SE, _sprite.AddLayerState(state0));
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_sprite.LayerMapSet(CornerLayers.SE, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.SE, SpriteComponent.DirectionOffset.None);
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_sprite.LayerSetDirOffset(CornerLayers.SE, SpriteComponent.DirectionOffset.None);
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_sprite.LayerMapSet(WindowDamageLayers.DamageSE, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerMapSet(WindowDamageLayers.DamageSE, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetShader(WindowDamageLayers.DamageSE, "unshaded");
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_sprite.LayerSetVisible(WindowDamageLayers.DamageSE, false);
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_sprite.LayerSetVisible(WindowDamageLayers.DamageSE, false);
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_sprite.LayerMapSet(CornerLayers.NE, _sprite.AddLayerState(state0));
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_sprite.LayerMapSet(CornerLayers.NE, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.NE, SpriteComponent.DirectionOffset.CounterClockwise);
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_sprite.LayerSetDirOffset(CornerLayers.NE, SpriteComponent.DirectionOffset.CounterClockwise);
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_sprite.LayerMapSet(WindowDamageLayers.DamageNE, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerMapSet(WindowDamageLayers.DamageNE, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetDirOffset(WindowDamageLayers.DamageNE, SpriteComponent.DirectionOffset.CounterClockwise);
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_sprite.LayerSetDirOffset(WindowDamageLayers.DamageNE, SpriteComponent.DirectionOffset.CounterClockwise);
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_sprite.LayerSetShader(WindowDamageLayers.DamageNE, "unshaded");
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_sprite.LayerSetVisible(WindowDamageLayers.DamageNE, false);
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_sprite.LayerSetVisible(WindowDamageLayers.DamageNE, false);
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_sprite.LayerMapSet(CornerLayers.NW, _sprite.AddLayerState(state0));
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_sprite.LayerMapSet(CornerLayers.NW, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.NW, SpriteComponent.DirectionOffset.Flip);
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_sprite.LayerSetDirOffset(CornerLayers.NW, SpriteComponent.DirectionOffset.Flip);
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_sprite.LayerMapSet(WindowDamageLayers.DamageNW, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerMapSet(WindowDamageLayers.DamageNW, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetDirOffset(WindowDamageLayers.DamageNW, SpriteComponent.DirectionOffset.Flip);
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_sprite.LayerSetDirOffset(WindowDamageLayers.DamageNW, SpriteComponent.DirectionOffset.Flip);
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_sprite.LayerSetShader(WindowDamageLayers.DamageNW, "unshaded");
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_sprite.LayerSetVisible(WindowDamageLayers.DamageNW, false);
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_sprite.LayerSetVisible(WindowDamageLayers.DamageNW, false);
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_sprite.LayerMapSet(CornerLayers.SW, _sprite.AddLayerState(state0));
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_sprite.LayerMapSet(CornerLayers.SW, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.SW, SpriteComponent.DirectionOffset.Clockwise);
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_sprite.LayerSetDirOffset(CornerLayers.SW, SpriteComponent.DirectionOffset.Clockwise);
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_sprite.LayerMapSet(WindowDamageLayers.DamageSW, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerMapSet(WindowDamageLayers.DamageSW, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetDirOffset(WindowDamageLayers.DamageSW, SpriteComponent.DirectionOffset.Clockwise);
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_sprite.LayerSetDirOffset(WindowDamageLayers.DamageSW, SpriteComponent.DirectionOffset.Clockwise);
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_sprite.LayerSetShader(WindowDamageLayers.DamageSW, "unshaded");
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_sprite.LayerSetVisible(WindowDamageLayers.DamageSW, false);
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_sprite.LayerSetVisible(WindowDamageLayers.DamageSW, false);
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}
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}
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