Updated system
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@@ -1,6 +1,8 @@
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using System.Numerics;
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using Content.Client.Resources;
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using Content.Shared._CP14.Fishing;
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using Content.Shared._CP14.Fishing.Components;
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using Content.Shared._CP14.Fishing.Prototypes;
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using Content.Shared._CP14.Fishing.Systems;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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@@ -12,8 +14,10 @@ namespace Content.Client._CP14.Fishing;
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public sealed class CP14FishingOverlay : Overlay
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{
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[Dependency] private readonly IComponentFactory _factory = default!;
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[Dependency] private readonly IEntityManager _entity = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly IResourceCache _resourceCache = default!;
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private readonly SpriteSystem _sprite;
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@@ -29,7 +33,7 @@ public sealed class CP14FishingOverlay : Overlay
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private Vector2 _backgroundOffset;
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private Vector2 _backgroundHandleOffset;
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private float _backgroundHandleHeight;
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private Vector2 _backgroundHandleSize;
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private Vector2 _progressOffset;
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private Vector2 _progressSize;
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@@ -61,17 +65,26 @@ public sealed class CP14FishingOverlay : Overlay
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_process = fishingProcess.Value.Owner;
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UpdateCachedStyleSheet(fishingProcess.Value.Comp.StyleSheet);
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_lootTexture = _sprite.GetPrototypeIcon(fishingProcess.Value.Comp.LootProtoId).Default;
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var prototype = _prototype.Index(fishingProcess.Value.Comp.LootProtoId);
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var iconPath = CP14FishingIconComponent.DefaultTexturePath;
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if (prototype.Components.TryGetComponent(_factory.GetComponentName(typeof(CP14FishingIconComponent)), out var iconComponent))
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{
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var comp = (CP14FishingIconComponent) iconComponent;
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iconPath = comp.TexturePath;
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}
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_lootTexture = _resourceCache.GetTexture(iconPath);
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}
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// Getting the position of the player we will be working from
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var worldPosition = _transform.GetWorldPosition(localEntity);
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// Calculate the shift of the player relative to the bottom of the coordinates
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var playerOffset = fishingProcess.Value.Comp.PlayerPositionNormalized * _backgroundHandleHeight;
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var playerHalfSize = fishingProcess.Value.Comp.PlayerHalfSizeNormalized * _backgroundHandleHeight;
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var playerOffset = fishingProcess.Value.Comp.PlayerPositionNormalized * _backgroundHandleSize;
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var playerHalfSize = fishingProcess.Value.Comp.PlayerHalfSizeNormalized * _backgroundHandleSize;
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var lootOffset = fishingProcess.Value.Comp.LootPositionNormalized * _backgroundHandleHeight;
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var lootOffset = fishingProcess.Value.Comp.LootPositionNormalized * _backgroundHandleSize + Vector2.UnitX * _backgroundHandleSize.X / 2;
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DrawBackground(args.WorldHandle, worldPosition - _backgroundOffset);
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DrawProgress(args.WorldHandle, worldPosition - _backgroundOffset + _progressOffset, _progressSize, fishingProcess.Value.Comp.Progress);
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@@ -114,7 +127,7 @@ public sealed class CP14FishingOverlay : Overlay
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private void DrawLoot(DrawingHandleWorld handle, Vector2 position)
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{
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handle.DrawTexture(_lootTexture, position + Vector2.UnitX * 0.140625f - _lootTexture.Size / 64f);
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handle.DrawTexture(_lootTexture, position - _lootTexture.Size / 64f);
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}
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private void UpdateCachedStyleSheet(CP14FishingProcessStyleSheetPrototype styleSheet)
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@@ -127,7 +140,7 @@ public sealed class CP14FishingOverlay : Overlay
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_backgroundOffset = styleSheet.Background.Offset + Vector2.UnitX * _backgroundTexture.Width / 32f;
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_backgroundHandleOffset = styleSheet.Background.HandleOffset;
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_backgroundHandleHeight = styleSheet.Background.HandleHeight;
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_backgroundHandleSize = styleSheet.Background.HandleSize;
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_progressOffset = styleSheet.Background.ProgressOffset;
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_progressSize = styleSheet.Background.ProgressSize;
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@@ -1,5 +1,6 @@
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using Content.Client.Hands.Systems;
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using Content.Shared._CP14.Fishing.FishingRod;
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using Content.Shared._CP14.Fishing.Components;
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using Content.Shared._CP14.Fishing.Systems;
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using Robust.Client.GameObjects;
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using Robust.Shared.Input;
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using Robust.Shared.Timing;
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