* Cleanup warnings in PuddleSystem * Cleanup warnings in HandsSystem * Cleanup warnings in EnsnareableSystem * Cleanup warnings in ElectrocutionHUDVisualizerSystem Also simplify some if statements * Cleanup warnings in PlantHolderVisualizerSystem * Cleanup warnings in AlertLevelDisplaySystem * Cleanup warnings in TetherGunSystem * Fix error in PlantHolderVisualizerSystem * I hate var _
52 lines
1.7 KiB
C#
52 lines
1.7 KiB
C#
using Content.Shared.Ensnaring;
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using Content.Shared.Ensnaring.Components;
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using Robust.Client.GameObjects;
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using Robust.Shared.Utility;
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namespace Content.Client.Ensnaring;
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public sealed class EnsnareableSystem : SharedEnsnareableSystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = 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<EnsnareableComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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protected override void OnEnsnareInit(Entity<EnsnareableComponent> ent, ref ComponentInit args)
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{
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base.OnEnsnareInit(ent, ref args);
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if (!TryComp<SpriteComponent>(ent.Owner, out var sprite))
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return;
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// TODO remove this, this should just be in yaml.
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_sprite.LayerMapReserve((ent.Owner, sprite), EnsnaredVisualLayers.Ensnared);
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}
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private void OnAppearanceChange(EntityUid uid, EnsnareableComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null || !_sprite.LayerMapTryGet((uid, args.Sprite), EnsnaredVisualLayers.Ensnared, out var layer, false))
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return;
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if (_appearance.TryGetData<bool>(uid, EnsnareableVisuals.IsEnsnared, out var isEnsnared, args.Component))
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{
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if (component.Sprite != null)
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{
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_sprite.LayerSetRsi((uid, args.Sprite), layer, new ResPath(component.Sprite));
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_sprite.LayerSetRsiState((uid, args.Sprite), layer, component.State);
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_sprite.LayerSetVisible((uid, args.Sprite), layer, isEnsnared);
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}
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}
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}
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}
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public enum EnsnaredVisualLayers : byte
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{
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Ensnared,
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}
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