Cleanup more SpriteComponent warnings (part 5) (#37590)
* 1 warning in KudzuVisualizerSystem * 2 warnings in ChameleonProjectorSystem * 1 warning in MarkerSystem * 2 warnings in ItemSystem * 1 warning in GhostToggleSelfVisibility * 1 warning in FoamVisualizerSystem * 1 warning in ClickableTest * 1 warning in ThrownItemVisualizerSystem * 2 warnings in InfantSystem * 1 warning in ChasmFallingVisualsSystem * 1 warning in PotencyVisualsSystem * 2 warnings in OrbitVisualsSystem * 2 warnings in BeamSystem * 1 warning in JitteringSystem * 1 warning in CardboardBoxSystem * 2 warnings in StationAiSystem * 2 warnings in FirelockSystem * 2 warnings in CargoSystem.Telepad * 1 warning in StasisBedSystem * 2 warnings in WeldableVisualizerSystem * 2 warnings in DeliveryVisualizerSystem * 1 warning in TimerTriggerVisualizerSystem * 1 warning in StorageFillVisualizerSystem * 2 warnings in RadiationCollectorSystem * 2 warnings in BorgSwitchableTypeSystem * 1 warning in TurnstileSystem * 1 warning in SurveillanceCameraVisualsSystem * 1 warning in BurnStateVisualizerSystem * 2 warnings in CableVisualizerSystem * 1 warning in JetpackSystem
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@@ -10,6 +10,7 @@ namespace Content.Client.Jittering
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly AnimationPlayerSystem _animationPlayer = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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private readonly float[] _sign = { -1, 1 };
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private readonly string _jitterAnimationKey = "jittering";
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@@ -40,12 +41,12 @@ namespace Content.Client.Jittering
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_animationPlayer.Stop(uid, animationPlayer, _jitterAnimationKey);
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if (TryComp(uid, out SpriteComponent? sprite))
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sprite.Offset = jittering.StartOffset;
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_sprite.SetOffset((uid, sprite), jittering.StartOffset);
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}
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private void OnAnimationCompleted(EntityUid uid, JitteringComponent jittering, AnimationCompletedEvent args)
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{
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if(args.Key != _jitterAnimationKey)
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if (args.Key != _jitterAnimationKey)
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return;
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if (!args.Finished)
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@@ -59,7 +60,7 @@ namespace Content.Client.Jittering
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private Animation GetAnimation(JitteringComponent jittering, SpriteComponent sprite)
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{
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var amplitude = MathF.Min(4f, jittering.Amplitude / 100f + 1f) / 10f;
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var offset = new Vector2(_random.NextFloat(amplitude/4f, amplitude),
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var offset = new Vector2(_random.NextFloat(amplitude / 4f, amplitude),
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_random.NextFloat(amplitude / 4f, amplitude / 3f));
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offset.X *= _random.Pick(_sign);
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