try
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using Content.Client.DisplacementMap;
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using Content.Shared.Item;
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using Robust.Client.GameObjects;
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namespace Content.Client._CP14.Displacement;
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public sealed class CP14SimpleDisplacementMapSystem : EntitySystem
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{
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[Dependency] private readonly DisplacementMapSystem _displacement = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CP14SimpleDisplacementMapComponent, VisualsChangedEvent>(OnVisualChanged);
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}
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private void OnVisualChanged(Entity<CP14SimpleDisplacementMapComponent> ent, ref VisualsChangedEvent args)
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{
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if (!TryComp<SpriteComponent>(ent, out var sprite))
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return;
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foreach (var key in ent.Comp.RevealedLayers)
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{
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sprite.RemoveLayer(key);
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}
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ent.Comp.RevealedLayers.Clear();
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foreach (var (key, dData) in ent.Comp.Displacements)
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{
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if (!sprite.LayerMapTryGet(key, out var index))
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continue;
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_displacement.TryAddDisplacement(dData, sprite, index, key, ent.Comp.RevealedLayers);
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}
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}
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}
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