diff --git a/Content.Client/Disposal/Systems/DisposalUnitSystem.cs b/Content.Client/Disposal/Systems/DisposalUnitSystem.cs index b74e37116b..9a2f207925 100644 --- a/Content.Client/Disposal/Systems/DisposalUnitSystem.cs +++ b/Content.Client/Disposal/Systems/DisposalUnitSystem.cs @@ -81,7 +81,6 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem sprite.LayerSetVisible(DisposalUnitVisualLayers.Unanchored, state == VisualState.UnAnchored); sprite.LayerSetVisible(DisposalUnitVisualLayers.Base, state == VisualState.Anchored); - sprite.LayerSetVisible(DisposalUnitVisualLayers.BaseCharging, state == VisualState.Charging); sprite.LayerSetVisible(DisposalUnitVisualLayers.BaseFlush, state is VisualState.Flushing or VisualState.Charging); // This is a transient state so not too worried about replaying in range.