Remove more server sprite component uses (#9963)
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@@ -46,14 +46,18 @@ namespace Content.Client.Buckle
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return;
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}
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if (_buckled && buckle.DrawDepth.HasValue)
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// TODO when ECSing, make this a visualizer
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if (_buckled &&
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LastEntityBuckledTo != null &&
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EntMan.GetComponent<TransformComponent>(LastEntityBuckledTo.Value).LocalRotation.GetCardinalDir() == Direction.North &&
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EntMan.TryGetComponent<SpriteComponent>(LastEntityBuckledTo, out var buckledSprite))
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{
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_originalDrawDepth ??= ownerSprite.DrawDepth;
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ownerSprite.DrawDepth = buckle.DrawDepth.Value;
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ownerSprite.DrawDepth = buckledSprite.DrawDepth - 1;
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return;
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}
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if (_originalDrawDepth.HasValue && !buckle.DrawDepth.HasValue)
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if (_originalDrawDepth.HasValue && !_buckled)
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{
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ownerSprite.DrawDepth = _originalDrawDepth.Value;
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_originalDrawDepth = null;
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@@ -99,6 +99,14 @@ namespace Content.Client.Hands
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}
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#endregion
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public override void DoDrop(EntityUid uid, Hand hand, bool doDropInteraction = true, SharedHandsComponent? hands = null)
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{
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base.DoDrop(uid, hand, doDropInteraction, hands);
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if (TryComp(hand.HeldEntity, out SpriteComponent? sprite))
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sprite.RenderOrder = EntityManager.CurrentTick.Value;
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}
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public EntityUid? GetActiveHandEntity()
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{
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return TryGetPlayerHands(out var hands) ? hands.ActiveHandEntity : null;
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