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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@@ -43,6 +43,7 @@ public sealed class DragDropSystem : SharedDragDropSystem
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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// how often to recheck possible targets (prevents calling expensive
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// check logic each update)
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@@ -178,7 +179,7 @@ public sealed class DragDropSystem : SharedDragDropSystem
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private bool OnUseMouseDown(in PointerInputCmdHandler.PointerInputCmdArgs args)
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{
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if (args.Session?.AttachedEntity is not {Valid: true} dragger ||
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if (args.Session?.AttachedEntity is not { Valid: true } dragger ||
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_combatMode.IsInCombatMode())
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{
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return false;
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@@ -249,11 +250,11 @@ public sealed class DragDropSystem : SharedDragDropSystem
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var mousePos = _eyeManager.PixelToMap(screenPos);
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_dragShadow = EntityManager.SpawnEntity("dragshadow", mousePos);
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var dragSprite = Comp<SpriteComponent>(_dragShadow.Value);
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dragSprite.CopyFrom(draggedSprite);
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_sprite.CopySprite((_draggedEntity.Value, draggedSprite), (_dragShadow.Value, dragSprite));
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dragSprite.RenderOrder = EntityManager.CurrentTick.Value;
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dragSprite.Color = dragSprite.Color.WithAlpha(0.7f);
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_sprite.SetColor((_dragShadow.Value, dragSprite), dragSprite.Color.WithAlpha(0.7f));
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// keep it on top of everything
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dragSprite.DrawDepth = (int) DrawDepth.Overlays;
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_sprite.SetDrawDepth((_dragShadow.Value, dragSprite), (int)DrawDepth.Overlays);
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if (!dragSprite.NoRotation)
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{
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_transformSystem.SetWorldRotationNoLerp(_dragShadow.Value, _transformSystem.GetWorldRotation(_draggedEntity.Value));
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