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* Make every EntitySystem partial * Oobs thats for a diff PR * Also oops on that one * Test systems * git are we fr * Update file templates * cleanup empty classes while we are here * forgor --------- Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
27 lines
1.1 KiB
C#
27 lines
1.1 KiB
C#
using Content.Shared.Conveyor;
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using Content.Shared.Materials;
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using Robust.Client.GameObjects;
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namespace Content.Client.Materials;
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public sealed partial class RecyclerVisualizerSystem : VisualizerSystem<RecyclerVisualsComponent>
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{
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protected override void OnAppearanceChange(EntityUid uid, RecyclerVisualsComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null || !SpriteSystem.LayerMapTryGet((uid, args.Sprite), RecyclerVisualLayers.Main, out var layer, false))
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return;
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AppearanceSystem.TryGetData<ConveyorState>(uid, ConveyorVisuals.State, out var running);
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AppearanceSystem.TryGetData<bool>(uid, RecyclerVisuals.Bloody, out var bloody);
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AppearanceSystem.TryGetData<bool>(uid, RecyclerVisuals.Broken, out var broken);
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var activityState = running == ConveyorState.Off ? 0 : 1;
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if (broken) //breakage overrides activity
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activityState = 2;
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var bloodyKey = bloody ? component.BloodyKey : string.Empty;
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var state = $"{component.BaseKey}{activityState}{bloodyKey}";
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), layer, state);
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}
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}
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