adapt codebase

This commit is contained in:
Ed
2025-09-29 14:14:07 +03:00
parent d6a8c169b2
commit 58b6f3d64e
5 changed files with 21 additions and 5 deletions

View File

@@ -86,7 +86,7 @@ public sealed partial class StencilOverlay : Overlay
//CP14 Overlays
if (_entManager.TryGetComponent<CP14CloudShadowsComponent>(mapUid, out var shadows))
{
DrawCloudShadows(args, shadows, invMatrix);
DrawCloudShadows(args, res, shadows, invMatrix);
}
//CP14 Overlays end

View File

@@ -7,7 +7,11 @@ namespace Content.Client.Overlays;
public sealed partial class StencilOverlay
{
private void DrawCloudShadows(in OverlayDrawArgs args, CP14CloudShadowsComponent cloudComp, Matrix3x2 invMatrix)
private void DrawCloudShadows(
in OverlayDrawArgs args,
CachedResources res,
CP14CloudShadowsComponent cloudComp,
Matrix3x2 invMatrix)
{
var worldHandle = args.WorldHandle;
var mapId = args.MapId;
@@ -18,7 +22,7 @@ public sealed partial class StencilOverlay
// Cut out the irrelevant bits via stencil
// This is why we don't just use parallax; we might want specific tiles to get drawn over
// particularly for planet maps or stations.
worldHandle.RenderInRenderTarget(_blep!, () =>
worldHandle.RenderInRenderTarget(res.Blep!, () =>
{
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
_grids.Clear();
@@ -51,7 +55,7 @@ public sealed partial class StencilOverlay
worldHandle.SetTransform(Matrix3x2.Identity);
worldHandle.UseShader(_protoManager.Index<ShaderPrototype>("StencilMask").Instance());
worldHandle.DrawTextureRect(_blep!.Texture, worldBounds);
worldHandle.DrawTextureRect(res.Blep!.Texture, worldBounds);
var curTime = _timing.RealTime;
var sprite = _sprite.GetFrame(new SpriteSpecifier.Texture(cloudComp.ParallaxPath), curTime);