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Fix mailing units turning into disposal units while recharging. #26383

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Mar 25, 2024
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15 changes: 12 additions & 3 deletions Content.Client/Disposal/Systems/DisposalUnitSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -22,6 +22,9 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem

private const string AnimationKey = "disposal_unit_animation";

private const string DefaultFlushState = "disposal-flush";
private const string DefaultChargeState = "disposal-charging";

public override void Initialize()
{
base.Initialize();
Expand Down Expand Up @@ -101,12 +104,18 @@ private void UpdateState(EntityUid uid, SharedDisposalUnitComponent unit, Sprite
sprite.LayerSetVisible(DisposalUnitVisualLayers.Base, state == VisualState.Anchored);
sprite.LayerSetVisible(DisposalUnitVisualLayers.BaseFlush, state is VisualState.Flushing or VisualState.Charging);

var chargingState = sprite.LayerMapTryGet(DisposalUnitVisualLayers.BaseCharging, out var chargingLayer)
? sprite.LayerGetState(chargingLayer)
: new RSI.StateId(DefaultChargeState);

// This is a transient state so not too worried about replaying in range.
if (state == VisualState.Flushing)
{
if (!_animationSystem.HasRunningAnimation(uid, AnimationKey))
{
var flushState = new RSI.StateId("disposal-flush");
var flushState = sprite.LayerMapTryGet(DisposalUnitVisualLayers.BaseFlush, out var flushLayer)
? sprite.LayerGetState(flushLayer)
: new RSI.StateId(DefaultFlushState);

// Setup the flush animation to play
var anim = new Animation
Expand All @@ -124,7 +133,7 @@ private void UpdateState(EntityUid uid, SharedDisposalUnitComponent unit, Sprite
// Return to base state (though, depending on how the unit is
// configured we might get an appearance change event telling
// us to go to charging state)
new AnimationTrackSpriteFlick.KeyFrame("disposal-charging", (float) unit.FlushDelay.TotalSeconds)
new AnimationTrackSpriteFlick.KeyFrame(chargingState, (float) unit.FlushDelay.TotalSeconds)
}
},
}
Expand All @@ -147,7 +156,7 @@ private void UpdateState(EntityUid uid, SharedDisposalUnitComponent unit, Sprite
}
else if (state == VisualState.Charging)
{
sprite.LayerSetState(DisposalUnitVisualLayers.BaseFlush, new RSI.StateId("disposal-charging"));
sprite.LayerSetState(DisposalUnitVisualLayers.BaseFlush, chargingState);
}
else
{
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -16,6 +16,8 @@
map: [ "enum.DisposalUnitVisualLayers.Unanchored" ]
- state: disposal
map: [ "enum.DisposalUnitVisualLayers.Base" ]
- state: disposal-charging
map: [ "enum.DisposalUnitVisualLayers.BaseCharging" ]
- state: disposal-flush
map: [ "enum.DisposalUnitVisualLayers.BaseFlush" ]
- state: dispover-charge
Expand Down
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