* 1 warning in KudzuVisualizerSystem * 2 warnings in ChameleonProjectorSystem * 1 warning in MarkerSystem * 2 warnings in ItemSystem * 1 warning in GhostToggleSelfVisibility * 1 warning in FoamVisualizerSystem * 1 warning in ClickableTest * 1 warning in ThrownItemVisualizerSystem * 2 warnings in InfantSystem * 1 warning in ChasmFallingVisualsSystem * 1 warning in PotencyVisualsSystem * 2 warnings in OrbitVisualsSystem * 2 warnings in BeamSystem * 1 warning in JitteringSystem * 1 warning in CardboardBoxSystem * 2 warnings in StationAiSystem * 2 warnings in FirelockSystem * 2 warnings in CargoSystem.Telepad * 1 warning in StasisBedSystem * 2 warnings in WeldableVisualizerSystem * 2 warnings in DeliveryVisualizerSystem * 1 warning in TimerTriggerVisualizerSystem * 1 warning in StorageFillVisualizerSystem * 2 warnings in RadiationCollectorSystem * 2 warnings in BorgSwitchableTypeSystem * 1 warning in TurnstileSystem * 1 warning in SurveillanceCameraVisualsSystem * 1 warning in BurnStateVisualizerSystem * 2 warnings in CableVisualizerSystem * 1 warning in JetpackSystem
36 lines
997 B
C#
36 lines
997 B
C#
using Content.Client.Beam.Components;
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using Content.Shared.Beam;
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using Content.Shared.Beam.Components;
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using Robust.Client.GameObjects;
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namespace Content.Client.Beam;
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public sealed class BeamSystem : SharedBeamSystem
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{
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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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SubscribeNetworkEvent<BeamVisualizerEvent>(BeamVisualizerMessage);
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}
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//TODO: Sometime in the future this needs to be replaced with tiled sprites
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private void BeamVisualizerMessage(BeamVisualizerEvent args)
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{
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var beam = GetEntity(args.Beam);
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if (TryComp<SpriteComponent>(beam, out var sprites))
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{
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_sprite.SetRotation((beam, sprites), args.UserAngle);
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if (args.BodyState != null)
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{
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_sprite.LayerSetRsiState((beam, sprites), 0, args.BodyState);
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sprites.LayerSetShader(0, args.Shader);
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}
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}
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}
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}
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