Cleanup warnings in IconSmoothSystem (#37337)
Cleanup warnings in IconSmoothSystem
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@@ -19,15 +19,15 @@ public sealed partial class IconSmoothSystem
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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return;
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sprite.LayerSetOffset(EdgeLayer.South, new Vector2(0, -1f));
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sprite.LayerSetOffset(EdgeLayer.East, new Vector2(1f, 0f));
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sprite.LayerSetOffset(EdgeLayer.North, new Vector2(0, 1f));
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sprite.LayerSetOffset(EdgeLayer.West, new Vector2(-1f, 0f));
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_sprite.LayerSetOffset((uid, sprite), EdgeLayer.South, new Vector2(0, -1f));
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_sprite.LayerSetOffset((uid, sprite), EdgeLayer.East, new Vector2(1, 0f));
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_sprite.LayerSetOffset((uid, sprite), EdgeLayer.North, new Vector2(0, 1f));
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_sprite.LayerSetOffset((uid, sprite), EdgeLayer.West, new Vector2(-1, 0f));
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sprite.LayerSetVisible(EdgeLayer.South, false);
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sprite.LayerSetVisible(EdgeLayer.East, false);
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sprite.LayerSetVisible(EdgeLayer.North, false);
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sprite.LayerSetVisible(EdgeLayer.West, false);
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_sprite.LayerSetVisible((uid, sprite), EdgeLayer.South, false);
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_sprite.LayerSetVisible((uid, sprite), EdgeLayer.East, false);
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_sprite.LayerSetVisible((uid, sprite), EdgeLayer.North, false);
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_sprite.LayerSetVisible((uid, sprite), EdgeLayer.West, false);
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}
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private void OnEdgeShutdown(EntityUid uid, SmoothEdgeComponent component, ComponentShutdown args)
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@@ -35,10 +35,10 @@ public sealed partial class IconSmoothSystem
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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return;
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sprite.LayerMapRemove(EdgeLayer.South);
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sprite.LayerMapRemove(EdgeLayer.East);
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sprite.LayerMapRemove(EdgeLayer.North);
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sprite.LayerMapRemove(EdgeLayer.West);
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_sprite.LayerMapRemove((uid, sprite), EdgeLayer.South);
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_sprite.LayerMapRemove((uid, sprite), EdgeLayer.East);
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_sprite.LayerMapRemove((uid, sprite), EdgeLayer.North);
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_sprite.LayerMapRemove((uid, sprite), EdgeLayer.West);
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}
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private void CalculateEdge(EntityUid uid, DirectionFlag directions, SpriteComponent? sprite = null, SmoothEdgeComponent? component = null)
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@@ -48,16 +48,16 @@ public sealed partial class IconSmoothSystem
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for (var i = 0; i < 4; i++)
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{
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var dir = (DirectionFlag) Math.Pow(2, i);
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var dir = (DirectionFlag)Math.Pow(2, i);
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var edge = GetEdge(dir);
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if ((dir & directions) != 0x0)
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{
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sprite.LayerSetVisible(edge, false);
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_sprite.LayerSetVisible((uid, sprite), edge, false);
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continue;
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}
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sprite.LayerSetVisible(edge, true);
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_sprite.LayerSetVisible((uid, sprite), edge, true);
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}
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}
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