Fix melee animation exception (#12806)
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@@ -125,22 +125,20 @@ public sealed partial class MeleeWeaponSystem
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_animation.Stop(user, MeleeLungeKey);
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_animation.Play(user, lunge, MeleeLungeKey);
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// Clientside entity to spawn
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if (animation != null)
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{
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if (!TryComp<TransformComponent>(user, out var userXform))
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if (localPos == Vector2.Zero || animation == null)
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return;
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var coords = userXform.Coordinates;
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var animationUid = Spawn(animation, coords);
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if (!TryComp<TransformComponent>(user, out var userXform) || userXform.MapID == MapId.Nullspace)
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return;
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var animationUid = Spawn(animation, userXform.Coordinates);
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if (!TryComp<SpriteComponent>(animationUid, out var sprite)
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|| !TryComp<WeaponArcVisualsComponent>(animationUid, out var arcComponent))
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return;
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if (localPos != Vector2.Zero && TryComp<SpriteComponent>(animationUid, out var sprite))
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{
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if (TryComp<WeaponArcVisualsComponent>(animationUid, out var arcComponent))
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{
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sprite.NoRotation = true;
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sprite.Rotation = localPos.ToWorldAngle();
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var distance = Math.Clamp(localPos.Length / 2f, 0.2f, 1f);
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switch (arcComponent.Animation)
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@@ -165,9 +163,6 @@ public sealed partial class MeleeWeaponSystem
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break;
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}
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}
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}
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}
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}
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private Animation GetSlashAnimation(SpriteComponent sprite, Angle arc)
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{
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