[Feat] Modules Update (#268)
* add new module slot * update priority * sprites + changes in system * sprites on SMGs + fix examine * sprite fix
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@@ -16,12 +16,19 @@ public sealed partial class WeaponModulesVisuals : VisualizerSystem<WeaponModule
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if(args.Sprite == null)
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return;
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args.Sprite.LayerSetVisible(ModuleVisualState.Module, false);
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args.Sprite.LayerSetVisible(ModuleVisualState.HandGuardModule, false);
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args.Sprite.LayerSetVisible(ModuleVisualState.BarrelModule, false);
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if (AppearanceSystem.TryGetData<string>(uid, ModuleVisualState.Module, out var module, args.Component) && module.Length != 0 && module != "none")
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if (AppearanceSystem.TryGetData<string>(uid, ModuleVisualState.HandGuardModule, out var handguardModule, args.Component) && handguardModule.Length != 0 && handguardModule != "none")
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{
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args.Sprite.LayerSetState(ModuleVisualState.Module, module);
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args.Sprite.LayerSetVisible(ModuleVisualState.Module, true);
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args.Sprite.LayerSetState(ModuleVisualState.HandGuardModule, handguardModule);
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args.Sprite.LayerSetVisible(ModuleVisualState.HandGuardModule, true);
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}
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if (AppearanceSystem.TryGetData<string>(uid, ModuleVisualState.BarrelModule, out var barrelModule, args.Component) && barrelModule.Length != 0 && barrelModule != "none")
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{
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args.Sprite.LayerSetState(ModuleVisualState.BarrelModule, barrelModule);
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args.Sprite.LayerSetVisible(ModuleVisualState.BarrelModule, true);
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}
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if (AppearanceSystem.TryGetData(uid, Modules.Light, out var data, args.Component))
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