Remove server and shared sprite component (#15917)
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@@ -1,12 +1,12 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Hands;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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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.Containers;
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using static Robust.Shared.GameObjects.SharedSpriteComponent;
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using Robust.Shared.Serialization.TypeSerializers.Implementations;
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namespace Content.Client.Items.Systems;
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@@ -19,6 +19,20 @@ public sealed class ItemSystem : SharedItemSystem
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base.Initialize();
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SubscribeLocalEvent<ItemComponent, GetInhandVisualsEvent>(OnGetVisuals);
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// TODO is this still needed? Shouldn't containers occlude them?
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SubscribeLocalEvent<SpriteComponent, GotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<SpriteComponent, GotUnequippedEvent>(OnUnequipped);
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}
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private void OnUnequipped(EntityUid uid, SpriteComponent component, GotUnequippedEvent args)
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{
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component.Visible = true;
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}
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private void OnEquipped(EntityUid uid, SpriteComponent component, GotEquippedEvent args)
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{
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component.Visible = false;
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}
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#region InhandVisuals
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@@ -75,7 +89,7 @@ public sealed class ItemSystem : SharedItemSystem
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RSI? rsi = null;
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if (item.RsiPath != null)
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rsi = _resCache.GetResource<RSIResource>(TextureRoot / item.RsiPath).RSI;
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rsi = _resCache.GetResource<RSIResource>(SpriteSpecifierSerializer.TextureRoot / item.RsiPath).RSI;
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else if (TryComp(uid, out SpriteComponent? sprite))
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rsi = sprite.BaseRSI;
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