Fix texture crimes (#12900)
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@@ -28,7 +28,6 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly IResourceCache _cache = default!;
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly AnimationPlayerSystem _animation = default!;
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[Dependency] private readonly InputSystem _inputSystem = default!;
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@@ -39,7 +38,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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{
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base.Initialize();
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InitializeEffect();
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_overlayManager.AddOverlay(new MeleeWindupOverlay(EntityManager, _timing, _player, _protoManager, _cache));
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_overlayManager.AddOverlay(new MeleeWindupOverlay(EntityManager, _timing, _player, _protoManager));
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SubscribeAllEvent<DamageEffectEvent>(OnDamageEffect);
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SubscribeNetworkEvent<MeleeLungeEvent>(OnMeleeLunge);
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}
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@@ -1,13 +1,11 @@
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using Content.Client.DoAfter;
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using Content.Client.Resources;
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using Content.Shared.Weapons.Melee;
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using Robust.Client.GameObjects;
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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.Enums;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.Weapons.Melee;
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@@ -24,14 +22,15 @@ public sealed class MeleeWindupOverlay : Overlay
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private readonly Texture _texture;
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private readonly ShaderInstance _shader;
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public MeleeWindupOverlay(IEntityManager entManager, IGameTiming timing, IPlayerManager playerManager, IPrototypeManager protoManager, IResourceCache cache)
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public MeleeWindupOverlay(IEntityManager entManager, IGameTiming timing, IPlayerManager playerManager, IPrototypeManager protoManager)
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{
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_entManager = entManager;
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_timing = timing;
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_player = playerManager;
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_melee = _entManager.EntitySysManager.GetEntitySystem<SharedMeleeWeaponSystem>();
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_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
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_texture = 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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_texture = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>().Frame0(sprite);
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_shader = protoManager.Index<ShaderPrototype>("unshaded").Instance();
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}
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