Remove SpriteChange construction action (#15887)
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@ -1,30 +0,0 @@
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using Content.Shared.Construction;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Utility;
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namespace Content.Server.Construction.Completions
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{
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[UsedImplicitly]
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[DataDefinition]
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public sealed class SpriteChange : IGraphAction
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{
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[DataField("layer")] public int Layer { get; private set; } = 0;
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[DataField("specifier")] public SpriteSpecifier? SpriteSpecifier { get; private set; } = SpriteSpecifier.Invalid;
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public void PerformAction(EntityUid uid, EntityUid? userUid, IEntityManager entityManager)
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{
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if (SpriteSpecifier == null || SpriteSpecifier == SpriteSpecifier.Invalid)
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return;
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if (!entityManager.TryGetComponent(uid, out SpriteComponent? sprite))
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return;
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// That layer doesn't exist, we do nothing.
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if (sprite.LayerCount <= Layer)
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return;
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sprite.LayerSetSprite(Layer, SpriteSpecifier);
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}
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}
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}
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@ -15,11 +15,6 @@
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- node: girder
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entity: Girder
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actions:
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- !type:SpriteChange
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specifier:
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sprite: /Textures/Structures/Walls/solid.rsi
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state: wall_girder
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edges:
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- to: start
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completed:
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@ -11,11 +11,6 @@
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doAfter: 1
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- node: frame
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entity: DisposalMachineFrame
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actions:
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- !type:SpriteChange
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specifier:
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sprite: /Textures/Structures/Piping/high_pressure_machine_frame.rsi
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state: frame
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edges:
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- to: start
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completed:
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