Update submodule: light cleanup.
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@@ -6,7 +6,6 @@ using Content.Shared.GameObjects;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Utility;
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@@ -118,7 +117,7 @@ namespace Content.Server.GameObjects.Components.Interactable
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return;
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}
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SetState(LightState.Off);
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SetState(false);
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Activated = false;
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if (Owner.TryGetComponent(out SoundComponent soundComponent))
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@@ -158,7 +157,7 @@ namespace Content.Server.GameObjects.Components.Interactable
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}
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Activated = true;
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SetState(LightState.On);
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SetState(true);
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if (Owner.TryGetComponent(out soundComponent))
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{
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@@ -166,13 +165,13 @@ namespace Content.Server.GameObjects.Components.Interactable
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}
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}
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private void SetState(LightState newState)
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private void SetState(bool on)
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{
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_spriteComponent.LayerSetVisible(1, newState == LightState.On);
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_pointLight.State = newState;
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_spriteComponent.LayerSetVisible(1, on);
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_pointLight.Enabled = on;
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if (_clothingComponent != null)
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{
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_clothingComponent.ClothingEquippedPrefix = newState.ToString();
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_clothingComponent.ClothingEquippedPrefix = on ? "On" : "Off";
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}
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}
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@@ -5,7 +5,6 @@ using Content.Shared.GameObjects;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Shared.Audio;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Timing;
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@@ -68,7 +67,7 @@ namespace Content.Server.GameObjects.Components.Power
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bool CanBurn(int heatResistance)
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{
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return _lightState == LightState.On && heatResistance < LightBulb.BurningTemperature;
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return _lightState && heatResistance < LightBulb.BurningTemperature;
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}
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void Burn()
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@@ -135,8 +134,8 @@ namespace Content.Server.GameObjects.Components.Power
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UpdateLight();
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}
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private LightState _lightState => Owner.GetComponent<PointLightComponent>().State;
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private bool _lightState => Owner.GetComponent<PointLightComponent>().Enabled;
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/// <summary>
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/// Updates the light's power drain, sprite and actual light state.
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/// </summary>
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@@ -149,7 +148,7 @@ namespace Content.Server.GameObjects.Components.Power
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{
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device.Load = 0;
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sprite.LayerSetState(0, "empty");
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light.State = LightState.Off;
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light.Enabled = false;
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return;
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}
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@@ -160,7 +159,7 @@ namespace Content.Server.GameObjects.Components.Power
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if (device.Powered)
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{
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sprite.LayerSetState(0, "on");
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light.State = LightState.On;
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light.Enabled = true;
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light.Color = LightBulb.Color;
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var time = IoCManager.Resolve<IGameTiming>().CurTime;
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if (time > _lastThunk + _thunkDelay)
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@@ -172,18 +171,18 @@ namespace Content.Server.GameObjects.Components.Power
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else
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{
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sprite.LayerSetState(0, "off");
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light.State = LightState.Off;
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light.Enabled = false;
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}
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break;
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case LightBulbState.Broken:
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device.Load = 0;
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sprite.LayerSetState(0, "broken");
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light.State = LightState.Off;
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light.Enabled = false;
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break;
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case LightBulbState.Burned:
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device.Load = 0;
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sprite.LayerSetState(0, "burned");
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light.State = LightState.Off;
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light.Enabled = false;
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break;
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}
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}
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@@ -16,7 +16,7 @@
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- type: PointLight
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radius: 8
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energy: 1.2
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offset: "0, -16"
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#offset: "0, -16"
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color: "#DCDCC6"
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placement:
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@@ -39,7 +39,7 @@
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state: off
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- type: PointLight
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state: Off
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enabled: false
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- type: PowerDevice
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priority: Low
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@@ -64,7 +64,7 @@
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- type: PointLight
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energy: 1.0
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state: Off
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enabled: false
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- type: PowerDevice
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priority: Low
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@@ -38,7 +38,7 @@
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components:
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- type: HandheldLight
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- type: PointLight
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state: Off
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enabled: false
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- type: Sprite
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sprite: Clothing/helmet_engineering.rsi
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layers:
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@@ -52,4 +52,4 @@
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- type: Clothing
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Slots:
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- head
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sprite: Clothing/helmet_engineering.rsi
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sprite: Clothing/helmet_engineering.rsi
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@@ -16,5 +16,5 @@
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sprite: Objects/lantern.rsi
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state: lantern_off
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- type: PointLight
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state: Off
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enabled: false
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- type: Sound
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Submodule RobustToolbox updated: be379b2e20...fdfbf92223
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