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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@@ -6,6 +6,8 @@ namespace Content.Client.Lock.Visualizers;
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public sealed class LockVisualizerSystem : VisualizerSystem<LockVisualsComponent>
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{
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[Dependency] private readonly SpriteSystem _sprite = default!;
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protected override void OnAppearanceChange(EntityUid uid, LockVisualsComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null
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@@ -20,14 +22,14 @@ public sealed class LockVisualizerSystem : VisualizerSystem<LockVisualsComponent
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if (AppearanceSystem.TryGetData<bool>(uid, StorageVisuals.Open, out var open, args.Component))
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{
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args.Sprite.LayerSetVisible(LockVisualLayers.Lock, !open);
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_sprite.LayerSetVisible((uid, args.Sprite), LockVisualLayers.Lock, !open);
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}
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else if (!(bool) unlockedStateExist!)
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args.Sprite.LayerSetVisible(LockVisualLayers.Lock, locked);
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else if (!(bool)unlockedStateExist!)
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_sprite.LayerSetVisible((uid, args.Sprite), LockVisualLayers.Lock, locked);
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if (!open && (bool) unlockedStateExist!)
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if (!open && (bool)unlockedStateExist!)
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{
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args.Sprite.LayerSetState(LockVisualLayers.Lock, locked ? comp.StateLocked : comp.StateUnlocked);
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_sprite.LayerSetRsiState((uid, args.Sprite), LockVisualLayers.Lock, locked ? comp.StateLocked : comp.StateUnlocked);
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}
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}
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}
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