Fix sprite of newly-spawned empty power cells (#14254)
* Overwrite inherited Sprite layers to exclude the full-charge light. * Include unshaded layer with visible set to false
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@@ -68,6 +68,14 @@
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suffix: Empty
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parent: PowerCellSmall
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components:
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- type: Sprite
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layers:
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- map: [ "enum.PowerCellVisualLayers.Base" ]
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state: small
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- map: [ "enum.PowerCellVisualLayers.Unshaded" ]
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state: o2
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shader: unshaded
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visible: false
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- type: Battery
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maxCharge: 360
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startingCharge: 0
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@@ -95,6 +103,14 @@
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suffix: Empty
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parent: PowerCellMedium
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components:
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- type: Sprite
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layers:
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- map: [ "enum.PowerCellVisualLayers.Base" ]
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state: medium
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- map: [ "enum.PowerCellVisualLayers.Unshaded" ]
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state: o2
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shader: unshaded
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visible: false
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- type: Battery
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maxCharge: 720
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startingCharge: 0
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@@ -122,6 +138,14 @@
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suffix: Empty
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parent: PowerCellHigh
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components:
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- type: Sprite
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layers:
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- map: [ "enum.PowerCellVisualLayers.Base" ]
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state: high
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- map: [ "enum.PowerCellVisualLayers.Unshaded" ]
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state: o2
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shader: unshaded
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visible: false
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- type: Battery
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maxCharge: 1080
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startingCharge: 0
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@@ -149,6 +173,14 @@
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suffix: Empty
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parent: PowerCellHyper
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components:
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- type: Sprite
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layers:
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- map: [ "enum.PowerCellVisualLayers.Base" ]
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state: hyper
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- map: [ "enum.PowerCellVisualLayers.Unshaded" ]
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state: o2
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shader: unshaded
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visible: false
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- type: Battery
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maxCharge: 1800
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startingCharge: 0
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