[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly ItemSystem _itemSystem = default!;
[Dependency] private readonly SharedPointLightSystem _lights = default!;
+ [Dependency] private readonly SpriteSystem _sprite = default!;
public override void Initialize()
{
foreach (var key in args.RevealedLayers)
{
- if (!sprite.LayerMapTryGet(key, out var index) || sprite[index] is not Layer layer)
+ if (!_sprite.LayerMapTryGet((args.User, sprite), key, out var index, false) || sprite[index] is not Layer layer)
continue;
if (layer.ShaderPrototype == "unshaded")
foreach (var key in args.RevealedLayers)
{
- if (!sprite.LayerMapTryGet(key, out var index) || sprite[index] is not Layer layer)
+ if (!_sprite.LayerMapTryGet((args.Equipee, sprite), key, out var index, false) || sprite[index] is not Layer layer)
continue;
if (layer.ShaderPrototype == "unshaded")
foreach (var (layer, color) in rgb.OriginalLayerColors)
{
- sprite.LayerSetColor(layer, color);
+ _sprite.LayerSetColor((uid, sprite), layer, color);
}
}
{
foreach (var index in rgb.Layers)
{
- if (sprite.TryGetLayer(index, out var layer))
+ if (_sprite.TryGetLayer((uid, sprite), index, out var layer, false))
layer.Color = color;
}
}
foreach (var layer in rgb.HolderLayers)
{
- if (holderSprite.LayerMapTryGet(layer, out var index))
- holderSprite.LayerSetColor(index, color);
+ if (_sprite.LayerMapTryGet((rgb.Holder.Value, holderSprite), layer, out var index, false))
+ _sprite.LayerSetColor((rgb.Holder.Value, holderSprite), index, color);
}
}