t-ray reveal for entities and draw depth fix (#33012)
* t-rays show above catwalk * a * RevealSubfloorComponent * revealSubfloorOnScan, add it to catwalk * TrayScanReveal sys and comp * Rr * handle anchoring * use tile indices for vector2i * fix IsUnderRevealingEntity reset on pvs pop in reanchor * fix exception on TrayScanRevealComponent remove * fix IsUnderRevealingEntity not updating on pvs enter * update to ent * make subfloor retain respect for their relative draw depth * fix carpets not revealing subfloor on plating * chapel carpet * ?? * draw depth gap for subfloor entities. * revert alpha change * remove abs from draw depth difference * move TrayScanReveal to client * delete old refactor * let's show them above puddles too * Remove superfluous component classes --------- Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
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@@ -19,6 +19,7 @@ public sealed class TrayScannerSystem : SharedTrayScannerSystem
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly TrayScanRevealSystem _trayScanReveal = default!;
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private const string TRayAnimationKey = "trays";
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private const double AnimationLength = 0.3;
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@@ -82,7 +83,7 @@ public sealed class TrayScannerSystem : SharedTrayScannerSystem
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foreach (var (uid, comp) in inRange)
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{
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if (comp.IsUnderCover)
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if (comp.IsUnderCover || _trayScanReveal.IsUnderRevealingEntity(uid))
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EnsureComp<TrayRevealedComponent>(uid);
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}
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}
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