Station Anchor (#26098)
* Work on abstracting out chargeup functionality/ui from grav gen * Work on station anchor * Finish implementing station anchors * uhh yeah * ok. * fix tests * whoops * Get the last extraneous yaml fail * PJB review * beast mode... ACTIVATE! --------- Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: EmoGarbage404 <retron404@gmail.com>
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@@ -1,4 +1,5 @@
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using Content.Shared.Gravity;
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using Content.Shared.Power;
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using Robust.Client.GameObjects;
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namespace Content.Client.Gravity;
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@@ -21,7 +22,7 @@ public sealed partial class GravitySystem : SharedGravitySystem
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if (args.Sprite == null)
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return;
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if (_appearanceSystem.TryGetData<GravityGeneratorStatus>(uid, GravityGeneratorVisuals.State, out var state, args.Component))
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if (_appearanceSystem.TryGetData<PowerChargeStatus>(uid, PowerChargeVisuals.State, out var state, args.Component))
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{
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if (comp.SpriteMap.TryGetValue(state, out var spriteState))
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{
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@@ -30,7 +31,7 @@ public sealed partial class GravitySystem : SharedGravitySystem
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}
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}
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if (_appearanceSystem.TryGetData<float>(uid, GravityGeneratorVisuals.Charge, out var charge, args.Component))
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if (_appearanceSystem.TryGetData<float>(uid, PowerChargeVisuals.Charge, out var charge, args.Component))
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{
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var layer = args.Sprite.LayerMapGet(GravityGeneratorVisualLayers.Core);
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switch (charge)
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