Fix low wall layering.
This makes windows look great.
This commit is contained in:
@@ -2,9 +2,11 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Diagnostics.CodeAnalysis;
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using System.Diagnostics.Contracts;
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using System.Diagnostics.Contracts;
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using Content.Client.GameObjects.Components.IconSmoothing;
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using Content.Client.GameObjects.Components.IconSmoothing;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Maths;
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using Robust.Shared.ViewVariables;
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using static Robust.Client.GameObjects.SpriteComponent;
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using static Robust.Client.GameObjects.SpriteComponent;
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namespace Content.Client.GameObjects.Components
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namespace Content.Client.GameObjects.Components
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@@ -27,20 +29,35 @@ namespace Content.Client.GameObjects.Components
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public CornerFill LastCornerSW { get; private set; }
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public CornerFill LastCornerSW { get; private set; }
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public CornerFill LastCornerNW { get; private set; }
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public CornerFill LastCornerNW { get; private set; }
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/// <inheritdoc />
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[ViewVariables]
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private IEntity _overlayEntity;
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private ISpriteComponent _overlaySprite;
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protected override void Startup()
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protected override void Startup()
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{
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{
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base.Startup();
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base.Startup();
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_overlayEntity = Owner.EntityManager.SpawnEntity("low_wall_overlay", Owner.Transform.GridPosition);
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_overlayEntity.Transform.AttachParent(Owner);
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_overlaySprite = _overlayEntity.GetComponent<ISpriteComponent>();
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var overState0 = $"{StateBase}over_0";
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var overState0 = $"{StateBase}over_0";
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Sprite.LayerMapSet(OverCornerLayers.SE, Sprite.AddLayerState(overState0));
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_overlaySprite.LayerMapSet(OverCornerLayers.SE, _overlaySprite.AddLayerState(overState0));
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Sprite.LayerSetDirOffset(OverCornerLayers.SE, DirectionOffset.None);
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_overlaySprite.LayerSetDirOffset(OverCornerLayers.SE, DirectionOffset.None);
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Sprite.LayerMapSet(OverCornerLayers.NE, Sprite.AddLayerState(overState0));
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_overlaySprite.LayerMapSet(OverCornerLayers.NE, _overlaySprite.AddLayerState(overState0));
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Sprite.LayerSetDirOffset(OverCornerLayers.NE, DirectionOffset.CounterClockwise);
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_overlaySprite.LayerSetDirOffset(OverCornerLayers.NE, DirectionOffset.CounterClockwise);
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Sprite.LayerMapSet(OverCornerLayers.NW, Sprite.AddLayerState(overState0));
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_overlaySprite.LayerMapSet(OverCornerLayers.NW, _overlaySprite.AddLayerState(overState0));
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Sprite.LayerSetDirOffset(OverCornerLayers.NW, DirectionOffset.Flip);
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_overlaySprite.LayerSetDirOffset(OverCornerLayers.NW, DirectionOffset.Flip);
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Sprite.LayerMapSet(OverCornerLayers.SW, Sprite.AddLayerState(overState0));
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_overlaySprite.LayerMapSet(OverCornerLayers.SW, _overlaySprite.AddLayerState(overState0));
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Sprite.LayerSetDirOffset(OverCornerLayers.SW, DirectionOffset.Clockwise);
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_overlaySprite.LayerSetDirOffset(OverCornerLayers.SW, DirectionOffset.Clockwise);
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}
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protected override void Shutdown()
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{
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base.Shutdown();
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_overlayEntity.Delete();
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}
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}
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internal override void CalculateNewSprite()
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internal override void CalculateNewSprite()
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@@ -161,10 +178,10 @@ namespace Content.Client.GameObjects.Components
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Sprite.LayerSetState(CornerLayers.SW, $"{StateBase}{(int) cornerSW}");
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Sprite.LayerSetState(CornerLayers.SW, $"{StateBase}{(int) cornerSW}");
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Sprite.LayerSetState(CornerLayers.NW, $"{StateBase}{(int) cornerNW}");
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Sprite.LayerSetState(CornerLayers.NW, $"{StateBase}{(int) cornerNW}");
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Sprite.LayerSetState(OverCornerLayers.NE, $"{StateBase}over_{(int) lowCornerNE}");
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_overlaySprite.LayerSetState(OverCornerLayers.NE, $"{StateBase}over_{(int) lowCornerNE}");
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Sprite.LayerSetState(OverCornerLayers.SE, $"{StateBase}over_{(int) lowCornerSE}");
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_overlaySprite.LayerSetState(OverCornerLayers.SE, $"{StateBase}over_{(int) lowCornerSE}");
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Sprite.LayerSetState(OverCornerLayers.SW, $"{StateBase}over_{(int) lowCornerSW}");
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_overlaySprite.LayerSetState(OverCornerLayers.SW, $"{StateBase}over_{(int) lowCornerSW}");
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Sprite.LayerSetState(OverCornerLayers.NW, $"{StateBase}over_{(int) lowCornerNW}");
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_overlaySprite.LayerSetState(OverCornerLayers.NW, $"{StateBase}over_{(int) lowCornerNW}");
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LastCornerNE = cornerNE;
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LastCornerNE = cornerNE;
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LastCornerSE = cornerSE;
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LastCornerSE = cornerSE;
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@@ -33,3 +33,13 @@
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placement:
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placement:
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snap:
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snap:
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- Wall
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- Wall
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- type: entity
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id: low_wall_overlay
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name: Low Wall Overlay
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abstract: true
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components:
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- type: Sprite
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color: "#71797a"
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drawdepth: WallMountedItems
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sprite: Buildings/low_wall.rsi
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