* Cleanup warnings in DamageMarkerSystem * Cleanup warnings in CuffableSystem * Cleanup warnings in DeployableTurretSystem * Cleanup warnings in StorageContainerVisualsSystem * Cleanup warnings in ItemMapperSystem * Cleanup warnings in ItemCounterSystem * Cleanup warnings in RandomSpriteSystem * Cleanup warnings in PowerCellSystem * Cleanup warnings in ParticleAcceleratorPartVisualizerSystem * Cleanup warnings in PaperVisualizerSystem * Cleanup warnings in PoweredLightVisualizerSystem * Cleanup warnings in LightBulbSystem * Cleanup warnings in EmergencyLightSystem * Cleanup warnings in DoorSystem * Cleanup warnings in ClockSystem * Cleanup warnings in BuckleSystem * Cleanup warnings in JukeboxSystem
41 lines
1.4 KiB
C#
41 lines
1.4 KiB
C#
using Content.Shared.Weapons.Marker;
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using Robust.Client.GameObjects;
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using Robust.Shared.Timing;
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namespace Content.Client.Weapons.Marker;
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public sealed class DamageMarkerSystem : SharedDamageMarkerSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DamageMarkerComponent, ComponentStartup>(OnMarkerStartup);
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SubscribeLocalEvent<DamageMarkerComponent, ComponentShutdown>(OnMarkerShutdown);
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}
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private void OnMarkerStartup(EntityUid uid, DamageMarkerComponent component, ComponentStartup args)
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{
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if (!_timing.ApplyingState || component.Effect == null || !TryComp<SpriteComponent>(uid, out var sprite))
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return;
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var layer = _sprite.LayerMapReserve((uid, sprite), DamageMarkerKey.Key);
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_sprite.LayerSetRsi((uid, sprite), layer, component.Effect.RsiPath, component.Effect.RsiState);
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}
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private void OnMarkerShutdown(EntityUid uid, DamageMarkerComponent component, ComponentShutdown args)
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{
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if (!_timing.ApplyingState || !TryComp<SpriteComponent>(uid, out var sprite) || !_sprite.LayerMapTryGet((uid, sprite), DamageMarkerKey.Key, out var weh, false))
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return;
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_sprite.RemoveLayer((uid, sprite), weh);
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}
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private enum DamageMarkerKey : byte
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{
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Key
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}
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}
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