]> git.smokeofanarchy.ru Git - space-station-14.git/commitdiff
Cleanup warnings in `DamageStateVisualizerSystem` (#37435)
authorTayrtahn <tayrtahn@gmail.com>
Wed, 14 May 2025 01:58:03 +0000 (21:58 -0400)
committerGitHub <noreply@github.com>
Wed, 14 May 2025 01:58:03 +0000 (03:58 +0200)
Cleanup warnings in DamageStateVisualizerSystem

Content.Client/DamageState/DamageStateVisualizerSystem.cs

index 8ed18e7e426b34f5d36ad63c515f544aad8b49e6..de92381f0204bdd6a2b231d9049dd40be6544ed2 100644 (file)
@@ -6,6 +6,8 @@ namespace Content.Client.DamageState;
 
 public sealed class DamageStateVisualizerSystem : VisualizerSystem<DamageStateVisualsComponent>
 {
+    [Dependency] private readonly SpriteSystem _sprite = default!;
+
     protected override void OnAppearanceChange(EntityUid uid, DamageStateVisualsComponent component, ref AppearanceChangeEvent args)
     {
         var sprite = args.Sprite;
@@ -21,34 +23,34 @@ public sealed class DamageStateVisualizerSystem : VisualizerSystem<DamageStateVi
         }
 
         // Brain no worky rn so this was just easier.
-        foreach (var key in new []{ DamageStateVisualLayers.Base, DamageStateVisualLayers.BaseUnshaded })
+        foreach (var key in new[] { DamageStateVisualLayers.Base, DamageStateVisualLayers.BaseUnshaded })
         {
-            if (!sprite.LayerMapTryGet(key, out _)) continue;
+            if (!_sprite.LayerMapTryGet((uid, sprite), key, out _, false)) continue;
 
-            sprite.LayerSetVisible(key, false);
+            _sprite.LayerSetVisible((uid, sprite), key, false);
         }
 
         foreach (var (key, state) in layers)
         {
             // Inheritance moment.
-            if (!sprite.LayerMapTryGet(key, out _)) continue;
+            if (!_sprite.LayerMapTryGet((uid, sprite), key, out _, false)) continue;
 
-            sprite.LayerSetVisible(key, true);
-            sprite.LayerSetState(key, state);
+            _sprite.LayerSetVisible((uid, sprite), key, true);
+            _sprite.LayerSetRsiState((uid, sprite), key, state);
         }
 
         // So they don't draw over mobs anymore
         if (data == MobState.Dead)
         {
-            if (sprite.DrawDepth > (int) DrawDepth.DeadMobs)
+            if (sprite.DrawDepth > (int)DrawDepth.DeadMobs)
             {
                 component.OriginalDrawDepth = sprite.DrawDepth;
-                sprite.DrawDepth = (int) DrawDepth.DeadMobs;
+                _sprite.SetDrawDepth((uid, sprite), (int)DrawDepth.DeadMobs);
             }
         }
         else if (component.OriginalDrawDepth != null)
         {
-            sprite.DrawDepth = component.OriginalDrawDepth.Value;
+            _sprite.SetDrawDepth((uid, sprite), component.OriginalDrawDepth.Value);
             component.OriginalDrawDepth = null;
         }
     }