Cleanup more SpriteComponent warnings (part 4) (#37550)

* Cleanup warnings in ClickableSystem

* Cleanup warnings in FultonSystem

* Cleanup warning in HolidaySystem

* Cleanup warning in DoAfterOverlay

* Cleanup warning in EntityHealthBarOverlay

* Cleanup warning in SmokeVisualizerSystem

* Cleanup warning in VaporVisualizerSystem

* Cleanup warning in ColorFlashEffectSystem

* Cleanup warnings in StealthSystem

* Cleanup warnings in TrayScannerSystem

* Cleanup warnings in InventoryUIController

* Cleanup warnings in HideMechanismsCommand

* Cleanup warning in ShowMechanismsCommand

* Cleanup warnings in EntityPickupAnimationSystem

* Cleanup warnings in PointingSystem

* Cleanup warning in StickyVisualizerSystem

* Cleanup warnings in TabletopSystem

* Cleanup warnings in PillSystem

* Cleanup warnings in DiceSystem

* Cleanup warnings in ProjectileSystem
This commit is contained in:
Tayrtahn
2025-05-17 21:48:11 -04:00
committed by GitHub
parent f098a8e6d5
commit 3dcfc3a99e
20 changed files with 64 additions and 54 deletions

View File

@@ -1,9 +1,7 @@
using Content.Shared.Projectiles;
using Robust.Shared.Spawners;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.GameStates;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
namespace Content.Client.Projectiles;
@@ -11,6 +9,7 @@ namespace Content.Client.Projectiles;
public sealed class ProjectileSystem : SharedProjectileSystem
{
[Dependency] private readonly AnimationPlayerSystem _player = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
public override void Initialize()
{
@@ -30,8 +29,8 @@ public sealed class ProjectileSystem : SharedProjectileSystem
if (TryComp<SpriteComponent>(ent, out var sprite))
{
sprite[EffectLayers.Unshaded].AutoAnimated = false;
sprite.LayerMapTryGet(EffectLayers.Unshaded, out var layer);
var state = sprite.LayerGetState(layer);
_sprite.LayerMapTryGet((ent, sprite), EffectLayers.Unshaded, out var layer, false);
var state = _sprite.LayerGetRsiState((ent, sprite), layer);
var lifetime = 0.5f;
if (TryComp<TimedDespawnComponent>(ent, out var despawn))