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- using Content.Shared.Anomaly.Components;
- using Content.Shared.Anomaly.Effects;
- using Content.Shared.Body.Components;
- using Robust.Client.GameObjects;
- namespace Content.Client.Anomaly.Effects;
- public sealed class ClientInnerBodyAnomalySystem : SharedInnerBodyAnomalySystem
- {
- public override void Initialize()
- {
- SubscribeLocalEvent<InnerBodyAnomalyComponent, AfterAutoHandleStateEvent>(OnAfterHandleState);
- SubscribeLocalEvent<InnerBodyAnomalyComponent, ComponentShutdown>(OnCompShutdown);
- }
- private void OnAfterHandleState(Entity<InnerBodyAnomalyComponent> ent, ref AfterAutoHandleStateEvent args)
- {
- if (!TryComp<SpriteComponent>(ent, out var sprite))
- return;
- if (ent.Comp.FallbackSprite is null)
- return;
- if (!sprite.LayerMapTryGet(ent.Comp.LayerMap, out var index))
- index = sprite.LayerMapReserveBlank(ent.Comp.LayerMap);
- if (TryComp<BodyComponent>(ent, out var body) &&
- body.Prototype is not null &&
- ent.Comp.SpeciesSprites.TryGetValue(body.Prototype.Value, out var speciesSprite))
- {
- sprite.LayerSetSprite(index, speciesSprite);
- }
- else
- {
- sprite.LayerSetSprite(index, ent.Comp.FallbackSprite);
- }
- sprite.LayerSetVisible(index, true);
- sprite.LayerSetShader(index, "unshaded");
- }
- private void OnCompShutdown(Entity<InnerBodyAnomalyComponent> ent, ref ComponentShutdown args)
- {
- if (!TryComp<SpriteComponent>(ent, out var sprite))
- return;
- var index = sprite.LayerMapGet(ent.Comp.LayerMap);
- sprite.LayerSetVisible(index, false);
- }
- }
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