Remove some obsolete AppearanceComponent method usages (#13726)
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@@ -4,6 +4,7 @@ using Content.Shared.Explosion;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Throwing;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.Random;
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@@ -15,6 +16,7 @@ public sealed class ClusterGrenadeSystem : EntitySystem
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly TriggerSystem _trigger = default!;
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[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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public override void Initialize()
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{
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@@ -35,7 +37,7 @@ public sealed class ClusterGrenadeSystem : EntitySystem
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if (component.FillPrototype != null)
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{
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component.UnspawnedCount = Math.Max(0, component.MaxGrenades - component.GrenadesContainer.ContainedEntities.Count);
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UpdateAppearance(component);
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UpdateAppearance(uid, component);
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}
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}
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@@ -49,7 +51,7 @@ public sealed class ClusterGrenadeSystem : EntitySystem
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return;
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component.GrenadesContainer.Insert(args.Used);
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UpdateAppearance(component);
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UpdateAppearance(uid, component);
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args.Handled = true;
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}
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@@ -122,10 +124,10 @@ public sealed class ClusterGrenadeSystem : EntitySystem
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return false;
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}
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private void UpdateAppearance(ClusterGrenadeComponent component)
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private void UpdateAppearance(EntityUid uid, ClusterGrenadeComponent component)
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{
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if (!TryComp<AppearanceComponent>(component.Owner, out var appearance)) return;
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appearance.SetData(ClusterGrenadeVisuals.GrenadesCounter, component.GrenadesContainer.ContainedEntities.Count + component.UnspawnedCount);
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_appearance.SetData(uid, ClusterGrenadeVisuals.GrenadesCounter, component.GrenadesContainer.ContainedEntities.Count + component.UnspawnedCount, appearance);
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}
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}
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@@ -1,6 +1,7 @@
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using Content.Server.Explosion.Components;
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using Content.Shared.Physics;
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using Content.Shared.Trigger;
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using Robust.Server.GameObjects;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Events;
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@@ -10,6 +11,8 @@ namespace Content.Server.Explosion.EntitySystems;
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public sealed partial class TriggerSystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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/// <summary>
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/// Anything that has stuff touching it (to check speed) or is on cooldown.
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/// </summary>
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@@ -86,9 +89,9 @@ public sealed partial class TriggerSystem
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private void SetProximityAppearance(EntityUid uid, TriggerOnProximityComponent component)
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{
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if (EntityManager.TryGetComponent(uid, out AppearanceComponent? appearanceComponent))
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if (EntityManager.TryGetComponent(uid, out AppearanceComponent? appearance))
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{
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appearanceComponent.SetData(ProximityTriggerVisualState.State, component.Enabled ? ProximityTriggerVisuals.Inactive : ProximityTriggerVisuals.Off);
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_appearance.SetData(uid, ProximityTriggerVisualState.State, component.Enabled ? ProximityTriggerVisuals.Inactive : ProximityTriggerVisuals.Off, appearance);
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}
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}
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@@ -107,9 +110,9 @@ public sealed partial class TriggerSystem
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component.Accumulator += component.Cooldown;
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}
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if (EntityManager.TryGetComponent(component.Owner, out AppearanceComponent? appearanceComponent))
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if (EntityManager.TryGetComponent(component.Owner, out AppearanceComponent? appearance))
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{
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appearanceComponent.SetData(ProximityTriggerVisualState.State, ProximityTriggerVisuals.Active);
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_appearance.SetData(appearance.Owner, ProximityTriggerVisualState.State, ProximityTriggerVisuals.Active, appearance);
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}
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Trigger(component.Owner);
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@@ -178,7 +178,7 @@ namespace Content.Server.Explosion.EntitySystems
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active.TimeUntilBeep = initialBeepDelay == null ? active.BeepInterval : initialBeepDelay.Value;
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if (TryComp<AppearanceComponent>(uid, out var appearance))
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appearance.SetData(TriggerVisuals.VisualState, TriggerVisualState.Primed);
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_appearance.SetData(uid, TriggerVisuals.VisualState, TriggerVisualState.Primed, appearance);
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}
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public override void Update(float frameTime)
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@@ -219,7 +219,7 @@ namespace Content.Server.Explosion.EntitySystems
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// In case this is a re-usable grenade, un-prime it.
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if (TryComp<AppearanceComponent>(uid, out var appearance))
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appearance.SetData(TriggerVisuals.VisualState, TriggerVisualState.Unprimed);
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_appearance.SetData(uid, TriggerVisuals.VisualState, TriggerVisualState.Unprimed, appearance);
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}
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}
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}
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