Fix texture crimes (#12900)
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@@ -1,9 +1,9 @@
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using Content.Client.Resources;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Client.DoAfter;
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@@ -17,11 +17,12 @@ public sealed class DoAfterOverlay : Overlay
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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public DoAfterOverlay(IEntityManager entManager, IPrototypeManager protoManager, IResourceCache cache)
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public DoAfterOverlay(IEntityManager entManager, IPrototypeManager protoManager)
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{
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_entManager = entManager;
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_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
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_barTexture = cache.GetTexture("/Textures/Interface/Misc/progress_bar.rsi/icon.png");
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var sprite = new SpriteSpecifier.Rsi(new ResourcePath("/Textures/Interface/Misc/progress_bar.rsi"), "icon");
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_barTexture = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>().Frame0(sprite);
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_shader = protoManager.Index<ShaderPrototype>("unshaded").Instance();
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}
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@@ -2,7 +2,6 @@ using Content.Shared.DoAfter;
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using JetBrains.Annotations;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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@@ -18,7 +17,9 @@ namespace Content.Client.DoAfter
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public sealed class DoAfterSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IOverlayManager _overlay = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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/// <summary>
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/// We'll use an excess time so stuff like finishing effects can show.
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@@ -31,17 +32,16 @@ namespace Content.Client.DoAfter
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UpdatesOutsidePrediction = true;
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SubscribeNetworkEvent<CancelledDoAfterMessage>(OnCancelledDoAfter);
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SubscribeLocalEvent<DoAfterComponent, ComponentHandleState>(OnDoAfterHandleState);
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IoCManager.Resolve<IOverlayManager>().AddOverlay(
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_overlay.AddOverlay(
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new DoAfterOverlay(
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EntityManager,
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IoCManager.Resolve<IPrototypeManager>(),
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IoCManager.Resolve<IResourceCache>()));
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_prototype));
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}
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public override void Shutdown()
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{
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base.Shutdown();
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IoCManager.Resolve<IOverlayManager>().RemoveOverlay<DoAfterOverlay>();
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_overlay.RemoveOverlay<DoAfterOverlay>();
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}
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private void OnDoAfterHandleState(EntityUid uid, DoAfterComponent component, ref ComponentHandleState args)
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