{
if (!TryComp<SpriteComponent>(uid, out var sprite)) return;
- if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
+ if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false))
{
- sprite.LayerSetState(GunVisualLayers.Mag, $"{component.MagState}-{component.MagSteps - 1}");
- sprite.LayerSetVisible(GunVisualLayers.Mag, false);
+ _sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.Mag, $"{component.MagState}-{component.MagSteps - 1}");
+ _sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, false);
}
- if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
+ if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false))
{
- sprite.LayerSetState(GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{component.MagSteps - 1}");
- sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, false);
+ _sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{component.MagSteps - 1}");
+ _sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, false);
}
}
current = component.MagSteps;
}
- var step = ContentHelpers.RoundToLevels((int) current, (int) capacity, component.MagSteps);
+ var step = ContentHelpers.RoundToLevels((int)current, (int)capacity, component.MagSteps);
if (step == 0 && !component.ZeroVisible)
{
- if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
+ if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false))
{
- sprite.LayerSetVisible(GunVisualLayers.Mag, false);
+ _sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, false);
}
- if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
+ if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false))
{
- sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, false);
+ _sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, false);
}
return;
}
- if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
+ if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false))
{
- sprite.LayerSetVisible(GunVisualLayers.Mag, true);
- sprite.LayerSetState(GunVisualLayers.Mag, $"{component.MagState}-{step}");
+ _sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, true);
+ _sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.Mag, $"{component.MagState}-{step}");
}
- if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
+ if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false))
{
- sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, true);
- sprite.LayerSetState(GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{step}");
+ _sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, true);
+ _sprite.LayerSetRsiState((uid, sprite), GunVisualLayers.MagUnshaded, $"{component.MagState}-unshaded-{step}");
}
}
else
{
- if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out _))
+ if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out _, false))
{
- sprite.LayerSetVisible(GunVisualLayers.Mag, false);
+ _sprite.LayerSetVisible((uid, sprite), GunVisualLayers.Mag, false);
}
- if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out _))
+ if (_sprite.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out _, false))
{
- sprite.LayerSetVisible(GunVisualLayers.MagUnshaded, false);
+ _sprite.LayerSetVisible((uid, sprite), GunVisualLayers.MagUnshaded, false);
}
}
}