Files
wwdpublic/Content.Client/_Goobstation/Vehicles/VehicleSystem.cs
ilmenwe bfe577b9c7 Unused Varibles and Localization Fixes (#2424)
Removed all unused variables i could find, built and tested on a simple
upstart and clicking trough most systems.
Change Loc references to localization.

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<details><summary><h1>Media</h1></summary>
<p>

"using Robust.Shared.Prototypes;"
to
""

"[dependency] private readonly ISpriteComponent"
to
""

</p>
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No CL this isn't player facing.

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Co-authored-by: ilmenwe <no@mail.com>
2025-07-12 02:20:02 +10:00

62 lines
2.0 KiB
C#

using Content.Shared._White.Move;
using Content.Shared.Vehicles;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
namespace Content.Client.Vehicles;
public sealed class VehicleSystem : SharedVehicleSystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly IEyeManager _eye = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<VehicleComponent, AppearanceChangeEvent>(OnAppearanceChange);
SubscribeLocalEvent<VehicleComponent, MoveEventProxy>(OnMove); // WD EDIT
}
private void OnAppearanceChange(EntityUid uid, VehicleComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null || !_appearance.TryGetData<bool>(uid, VehicleState.Animated, out bool animated) || !TryComp<SpriteComponent>(uid, out var spriteComp))
return;
SpritePos(uid, comp);
spriteComp.LayerSetAutoAnimated(0, animated);
}
private void OnMove(EntityUid uid, VehicleComponent component, ref MoveEventProxy args) // WD EDIT
{
SpritePos(uid, component);
}
private void SpritePos(EntityUid uid, VehicleComponent comp)
{
if (!TryComp<SpriteComponent>(uid, out var spriteComp))
return;
if (!_appearance.TryGetData<bool>(uid, VehicleState.DrawOver, out bool depth))
return;
spriteComp.DrawDepth = (int) Shared.DrawDepth.DrawDepth.Objects;
if (comp.RenderOver == VehicleRenderOver.None)
return;
var eye = _eye.CurrentEye;
Direction vehicleDir = (Transform(uid).LocalRotation + eye.Rotation).GetCardinalDir();
VehicleRenderOver renderOver = (VehicleRenderOver) (1 << (int) vehicleDir);
if ((comp.RenderOver & renderOver) == renderOver)
{
spriteComp.DrawDepth = (int) Shared.DrawDepth.DrawDepth.OverMobs;
}
else
{
spriteComp.DrawDepth = (int) Shared.DrawDepth.DrawDepth.Objects;
}
}
}