Cleanup more SpriteComponent warnings (part 2) (#37527)
* Cleanup warnings in MagazineVisualsSpriteTest * Cleanup warnings in WiresVisualizerSystem * Cleanup warnings in GunSystem.SpentAmmo * Cleanup warnings in GunSystem * Cleanup warnings in GunSystem.ChamberMagazine * Cleanup warnings in MeleeWeaponSystem.Effects * Cleanup warnings in ToggleableLightVisualsSystem * Cleanup warnings in StatusIconOverlay * Cleanup warnings in SpriteFadeSystem * Cleanup warnings in PdaVisualizerSystem * Cleanup warnings in EnvelopeSystem * Cleanup warnings in MechSystem * Cleanup warnings in MappingOverlay * Cleanup warnings in LockVisualizerSystem * Cleanup warnings in DragDropSystem * Cleanup warnings in GhostSystem * Cleanup warnings in TriggerSystem.Proximity * Cleanup warnings in DragonSystem * Cleanup warnings in PortableScrubberVisualsSystem * File-scoped namespace for PortableScrubberVisualsSystem
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@@ -9,6 +9,7 @@ public sealed partial class TriggerSystem
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{
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[Dependency] private readonly AnimationPlayerSystem _player = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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/*
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* Currently all of the appearance stuff is hardcoded for portable flashers
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@@ -79,7 +80,7 @@ public sealed partial class TriggerSystem
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if (!_appearance.TryGetData<ProximityTriggerVisuals>(uid, ProximityTriggerVisualState.State, out var state, appearance))
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return;
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if (!spriteComponent.LayerMapTryGet(ProximityTriggerVisualLayers.Base, out var layer))
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if (!_sprite.LayerMapTryGet((uid, spriteComponent), ProximityTriggerVisualLayers.Base, out var layer, false))
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// Don't do anything if the sprite doesn't have the layer.
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return;
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@@ -89,7 +90,7 @@ public sealed partial class TriggerSystem
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// Don't interrupt the flash animation
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if (_player.HasRunningAnimation(uid, player, AnimKey)) return;
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_player.Stop(uid, player, AnimKey);
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spriteComponent.LayerSetState(layer, "on");
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_sprite.LayerSetRsiState((uid, spriteComponent), layer, "on");
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break;
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case ProximityTriggerVisuals.Active:
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if (_player.HasRunningAnimation(uid, player, AnimKey)) return;
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@@ -98,7 +99,7 @@ public sealed partial class TriggerSystem
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case ProximityTriggerVisuals.Off:
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default:
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_player.Stop(uid, player, AnimKey);
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spriteComponent.LayerSetState(layer, "off");
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_sprite.LayerSetRsiState((uid, spriteComponent), layer, "off");
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break;
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}
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}
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