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* yeah * split2 * well * cleanup * docs fix * Dependency cleanup * Update Content.Client/Atmos/EntitySystems/GasTileFireOverlaySystem.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Client/Atmos/Overlays/GasTileVisibleGasOverlay.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Client/Atmos/Overlays/GasTileVisibleGasOverlay.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * yup * modifying a lot anyways * other cleanup --------- Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
31 lines
789 B
C#
31 lines
789 B
C#
using Content.Client.Atmos.Overlays;
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using JetBrains.Annotations;
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using Robust.Client.Graphics;
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namespace Content.Client.Atmos.EntitySystems;
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/// <summary>
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/// System responsible for rendering atmos fire animations using <see cref="GasTileFireOverlay"/>.
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/// </summary>
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[UsedImplicitly]
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public sealed class GasTileFireOverlaySystem : EntitySystem
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{
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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private GasTileFireOverlay _fireOverlay = default!;
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public override void Initialize()
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{
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base.Initialize();
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_fireOverlay = new GasTileFireOverlay();
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_overlayMan.AddOverlay(_fireOverlay);
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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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_overlayMan.RemoveOverlay<GasTileFireOverlay>();
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}
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}
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