add: try add sprite module. attemp 1
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42
Content.Client/_White/WeaponsModules/WeaponModulesVisuals.cs
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42
Content.Client/_White/WeaponsModules/WeaponModulesVisuals.cs
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using Content.Client.Weapons.Ranged.Components;
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using Content.Shared.Rounding;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Client.GameObjects;
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namespace Content.Client._White.WeaponsModules;
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public sealed partial class WeaponModulesVisuals : EntitySystem
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{
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private void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WeaponModulesVisualsComponent, ComponentInit>(ComponentInit);
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SubscribeLocalEvent<WeaponModulesVisualsComponent, AppearanceChangeEvent>(onModuleVisualChange);
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}
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private void ComponentInit(EntityUid uid, WeaponModulesVisualsComponent component, ComponentInit args)
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{
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if (!TryComp<SpriteComponent>(uid, out var sprite)) return;
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if (sprite.LayerMapTryGet(ModuleVisualState.Laser, out _))
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{
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sprite.LayerSetState(ModuleVisualState.Laser, $"laser");
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sprite.LayerSetVisible(ModuleVisualState.Laser, false);
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}
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}
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private void onModuleVisualChange(EntityUid uid, WeaponModulesVisualsComponent component, ref AppearanceChangeEvent args)
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{
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var sprite = args.Sprite;
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if (sprite == null) return;
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if (sprite.LayerMapTryGet(ModuleVisualState.Laser, out _))
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{
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sprite.LayerSetVisible(ModuleVisualState.Laser, true);
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sprite.LayerSetState(ModuleVisualState.Laser, $"laser");
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}
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}
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}
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@@ -0,0 +1,15 @@
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using Robust.Shared.GameStates;
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namespace Content.Client._White.WeaponsModules;
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/// <inheritdoc/>
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[RegisterComponent, Access(typeof(WeaponModulesVisuals))]
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public sealed partial class WeaponModulesVisualsComponent : Component
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{
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[DataField()] public string? state;
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}
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public enum ModuleVisualState : byte
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{
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Laser
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}
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