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crystall-punk-14/Content.Client/Dice/DiceSystem.cs

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using Content.Shared.Dice;
using Robust.Client.GameObjects;
namespace Content.Client.Dice;
public sealed class DiceSystem : SharedDiceSystem
{
[Dependency] private readonly SpriteSystem _sprite = default!;
public override void Initialize()
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{
base.Initialize();
SubscribeLocalEvent<DiceComponent, AfterAutoHandleStateEvent>(OnDiceAfterHandleState);
}
private void OnDiceAfterHandleState(Entity<DiceComponent> entity, ref AfterAutoHandleStateEvent args)
{
if (!TryComp<SpriteComponent>(entity, out var sprite))
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return;
// TODO maybe just move each die to its own RSI?
var state = _sprite.LayerGetRsiState((entity.Owner, sprite), 0).Name;
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if (state == null)
return;
var prefix = state.Substring(0, state.IndexOf('_'));
_sprite.LayerSetRsiState((entity.Owner, sprite), 0, $"{prefix}_{entity.Comp.CurrentValue}");
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}
}