From 08d3b17bc0907d774cf0b27681eb9113b12e1f84 Mon Sep 17 00:00:00 2001 From: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Date: Thu, 6 Jul 2023 14:41:35 +1000 Subject: [PATCH] Remove redundant disposals layer (#17848) --- Content.Client/Disposal/Systems/DisposalUnitSystem.cs | 1 - 1 file changed, 1 deletion(-) 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.