Resolves ThrusterVisualizer is Obsolete (#13904)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
12
Content.Client/Shuttles/ThrusterComponent.cs
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12
Content.Client/Shuttles/ThrusterComponent.cs
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@@ -0,0 +1,12 @@
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using Robust.Shared.GameStates;
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namespace Content.Client.Shuttles;
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/// <summary>
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/// A component that emits a visible exhaust plume if the entity is an active thruster.
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/// Managed by <see cref="ThrusterSystem"/>
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(ThrusterSystem))]
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public sealed class ThrusterComponent : Component
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{
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}
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51
Content.Client/Shuttles/ThrusterSystem.cs
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51
Content.Client/Shuttles/ThrusterSystem.cs
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@@ -0,0 +1,51 @@
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using Content.Shared.Shuttles.Components;
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using Robust.Client.GameObjects;
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namespace Content.Client.Shuttles;
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/// <summary>
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/// Handles making a thruster visibly turn on/emit an exhaust plume according to its state.
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/// </summary>
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public sealed class ThrusterSystem : VisualizerSystem<ThrusterComponent>
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{
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/// <summary>
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/// Updates whether or not the thruster is visibly active/thrusting.
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/// </summary>
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protected override void OnAppearanceChange(EntityUid uid, ThrusterComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null
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|| !AppearanceSystem.TryGetData<bool>(uid, ThrusterVisualState.State, out var state, args.Component))
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return;
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args.Sprite.LayerSetVisible(ThrusterVisualLayers.ThrustOn, state);
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SetThrusting(
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uid,
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state && AppearanceSystem.TryGetData<bool>(uid, ThrusterVisualState.Thrusting, out var thrusting, args.Component) && thrusting,
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args.Sprite
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);
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}
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/// <summary>
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/// Sets whether or not the exhaust plume of the thruster is visible or not.
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/// </summary>
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private static void SetThrusting(EntityUid _, bool value, SpriteComponent sprite)
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{
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if (sprite.LayerMapTryGet(ThrusterVisualLayers.Thrusting, out var thrustingLayer))
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{
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sprite.LayerSetVisible(thrustingLayer, value);
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}
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if (sprite.LayerMapTryGet(ThrusterVisualLayers.ThrustingUnshaded, out var unshadedLayer))
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{
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sprite.LayerSetVisible(unshadedLayer, value);
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}
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}
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}
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public enum ThrusterVisualLayers : byte
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{
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Base,
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ThrustOn,
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Thrusting,
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ThrustingUnshaded,
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}
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@@ -1,71 +0,0 @@
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using Content.Shared.Shuttles.Components;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Client.Shuttles
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{
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public sealed class ThrusterVisualizer : AppearanceVisualizer
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{
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[Obsolete("Subscribe to AppearanceChangeEvent instead.")]
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var entities = IoCManager.Resolve<IEntityManager>();
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if (!entities.TryGetComponent(component.Owner, out SpriteComponent? spriteComponent)) return;
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component.TryGetData(ThrusterVisualState.State, out bool state);
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switch (state)
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{
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case true:
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spriteComponent.LayerSetVisible(ThrusterVisualLayers.ThrustOn, true);
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if (component.TryGetData(ThrusterVisualState.Thrusting, out bool thrusting) && thrusting)
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{
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if (spriteComponent.LayerMapTryGet(ThrusterVisualLayers.Thrusting, out _))
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{
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spriteComponent.LayerSetVisible(ThrusterVisualLayers.Thrusting, true);
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}
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if (spriteComponent.LayerMapTryGet(ThrusterVisualLayers.ThrustingUnshaded, out _))
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{
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spriteComponent.LayerSetVisible(ThrusterVisualLayers.ThrustingUnshaded, true);
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}
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}
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else
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{
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DisableThrusting(component, spriteComponent);
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}
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break;
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case false:
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spriteComponent.LayerSetVisible(ThrusterVisualLayers.ThrustOn, false);
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DisableThrusting(component, spriteComponent);
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break;
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}
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}
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private void DisableThrusting(AppearanceComponent component, SpriteComponent spriteComponent)
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{
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if (spriteComponent.LayerMapTryGet(ThrusterVisualLayers.Thrusting, out _))
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{
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spriteComponent.LayerSetVisible(ThrusterVisualLayers.Thrusting, false);
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}
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if (spriteComponent.LayerMapTryGet(ThrusterVisualLayers.ThrustingUnshaded, out _))
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{
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spriteComponent.LayerSetVisible(ThrusterVisualLayers.ThrustingUnshaded, false);
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}
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}
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}
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public enum ThrusterVisualLayers : byte
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{
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Base,
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ThrustOn,
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Thrusting,
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ThrustingUnshaded,
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}
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}
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@@ -1,12 +1,13 @@
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using Content.Server.Shuttles.Systems;
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using Content.Shared.Construction.Prototypes;
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using Content.Shared.Damage;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Shuttles.Components
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{
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[RegisterComponent]
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(ThrusterSystem))]
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public sealed class ThrusterComponent : Component
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{
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@@ -23,8 +23,7 @@
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- type: Sprite
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netsync: false
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- type: Appearance
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visuals:
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- type: ThrusterVisualizer
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- type: ThrusterVisuals
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- type: ApcPowerReceiver
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powerLoad: 1500
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- type: ExtensionCableReceiver
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@@ -59,9 +58,11 @@
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- state: thrust
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map: ["enum.ThrusterVisualLayers.ThrustOn"]
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shader: unshaded
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visible: false
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- state: thrust_burn_unshaded
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map: ["enum.ThrusterVisualLayers.ThrustingUnshaded"]
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shader: unshaded
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visible: false
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offset: 0, 1
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- type: entity
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@@ -82,9 +83,11 @@
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- state: thrust
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map: ["enum.ThrusterVisualLayers.ThrustOn"]
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shader: unshaded
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visible: false
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- state: thrust_burn_unshaded
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map: ["enum.ThrusterVisualLayers.ThrustingUnshaded"]
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shader: unshaded
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visible: false
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offset: 0, 1
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- type: entity
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@@ -107,11 +110,14 @@
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- state: thrust
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map: ["enum.ThrusterVisualLayers.ThrustOn"]
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shader: unshaded
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visible: false
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- state: thrust_burn
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map: [ "enum.ThrusterVisualLayers.Thrusting" ]
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visible: false
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- state: thrust_burn_unshaded
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map: ["enum.ThrusterVisualLayers.ThrustingUnshaded"]
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shader: unshaded
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visible: false
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- type: PointLight
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radius: 1.3
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energy: 0.8
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@@ -150,7 +156,9 @@
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- state: thrust
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map: ["enum.ThrusterVisualLayers.ThrustOn"]
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shader: unshaded
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visible: false
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- state: thrust_burn_unshaded
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map: ["enum.ThrusterVisualLayers.ThrustingUnshaded"]
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shader: unshaded
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visible: false
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offset: 0, 1
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