Мягкий свет для всякого (#316)
* add: add small soft light to laser weapon + fix the bluest blue energy shield * git commit * boltlights done * add: HuetaSystem * add: Doorlights finally done * add: small light to lockers * add: small light to multitool * fix: fix naming * hui pizde * fix: fix parasha * add: small light to powercells * zabil * add: code light to welders * tweak: better energy and radius * add: better color parameters * add: less radius and energy for guns * add: better lights for vending machines * add: better light to consoles * add: better light for apc * shut up * fix: thank you neuro colleague
This commit is contained in:
@@ -1,6 +1,7 @@
|
||||
using System.Linq;
|
||||
using Content.Shared._White.Cult.Structures;
|
||||
using Content.Shared._White.Keyhole.Components;
|
||||
using Content.Shared._White.Lighting;
|
||||
using Content.Shared.Access.Components;
|
||||
using Content.Shared.Access.Systems;
|
||||
using Content.Shared.Administration.Logs;
|
||||
@@ -116,6 +117,8 @@ public abstract partial class SharedDoorSystem : EntitySystem
|
||||
|| door.State == DoorState.Opening && !door.Partial;
|
||||
|
||||
SetCollidable(ent, collidable, door);
|
||||
|
||||
RaiseLocalEvent(ent, new DoorlightsChangedEvent(door.State, true), true);
|
||||
AppearanceSystem.SetData(ent, DoorVisuals.State, door.State);
|
||||
}
|
||||
|
||||
@@ -164,6 +167,8 @@ public abstract partial class SharedDoorSystem : EntitySystem
|
||||
_activeDoors.Add(ent);
|
||||
|
||||
RaiseLocalEvent(ent, new DoorStateChangedEvent(door.State));
|
||||
RaiseLocalEvent(ent, new DoorlightsChangedEvent(door.State, true), true);
|
||||
|
||||
AppearanceSystem.SetData(ent, DoorVisuals.State, door.State);
|
||||
}
|
||||
|
||||
@@ -212,7 +217,10 @@ public abstract partial class SharedDoorSystem : EntitySystem
|
||||
|
||||
door.State = state;
|
||||
Dirty(uid, door);
|
||||
|
||||
RaiseLocalEvent(uid, new DoorStateChangedEvent(state));
|
||||
RaiseLocalEvent(uid, new DoorlightsChangedEvent(door.State, true), true);
|
||||
|
||||
AppearanceSystem.SetData(uid, DoorVisuals.State, door.State);
|
||||
return true;
|
||||
}
|
||||
@@ -516,6 +524,8 @@ public abstract partial class SharedDoorSystem : EntitySystem
|
||||
{
|
||||
door.NextStateChange = GameTiming.CurTime + door.OpenTimeTwo;
|
||||
door.State = DoorState.Opening;
|
||||
|
||||
RaiseLocalEvent(uid, new DoorlightsChangedEvent(door.State, true), true);
|
||||
AppearanceSystem.SetData(uid, DoorVisuals.State, DoorState.Opening);
|
||||
return false;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user