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
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@@ -1,11 +1,9 @@
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using System.Numerics;
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using Content.Shared.Salvage.Fulton;
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using Robust.Shared.Spawners;
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using JetBrains.Annotations;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Animations;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Utility;
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using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
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@@ -16,6 +14,7 @@ public sealed class FultonSystem : SharedFultonSystem
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{
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[Dependency] private readonly ISerializationManager _serManager = default!;
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[Dependency] private readonly AnimationPlayerSystem _player = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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private static readonly TimeSpan AnimationDuration = TimeSpan.FromSeconds(0.4);
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@@ -82,8 +81,8 @@ public sealed class FultonSystem : SharedFultonSystem
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}
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sprite.NoRotation = true;
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var effectLayer = sprite.AddLayer(new SpriteSpecifier.Rsi(new ResPath("Objects/Tools/fulton_balloon.rsi"), "fulton_balloon"));
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sprite.LayerSetOffset(effectLayer, EffectOffset + new Vector2(0f, 0.5f));
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var effectLayer = _sprite.AddLayer((animationEnt, sprite), new SpriteSpecifier.Rsi(new ResPath("Objects/Tools/fulton_balloon.rsi"), "fulton_balloon"));
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_sprite.LayerSetOffset((animationEnt, sprite), effectLayer, EffectOffset + new Vector2(0f, 0.5f));
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var despawn = AddComp<TimedDespawnComponent>(animationEnt);
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despawn.Lifetime = 1.5f;
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