Overlays: Avoid using IEyeManager whenever possible (#5709)
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@@ -10,7 +10,6 @@ namespace Content.Client.MobState.Overlays
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public class CircleMaskOverlay : Overlay
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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@@ -30,7 +29,7 @@ namespace Content.Client.MobState.Overlays
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var worldHandle = args.WorldHandle;
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worldHandle.UseShader(_shader);
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var viewport = _eyeManager.GetWorldViewport();
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var viewport = args.WorldAABB;
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worldHandle.DrawRect(viewport, Color.White);
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}
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}
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@@ -12,7 +12,6 @@ namespace Content.Client.MobState.Overlays
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public class CritOverlay : Overlay
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IEntityManager _entities = default!;
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@@ -51,7 +50,7 @@ namespace Content.Client.MobState.Overlays
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return;
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var worldHandle = args.WorldHandle;
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var viewport = _eyeManager.GetWorldViewport();
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var viewport = args.WorldAABB;
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worldHandle.UseShader(_gradientCircleShader);
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worldHandle.DrawRect(viewport, Color.White);
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}
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