Revert "Emp more effects" (#16159)
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@@ -224,20 +224,19 @@ namespace Content.Server.Light.EntitySystems
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/// <summary>
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/// Try to break bulb inside light fixture
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/// </summary>
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public bool TryDestroyBulb(EntityUid uid, PoweredLightComponent? light = null)
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public void TryDestroyBulb(EntityUid uid, PoweredLightComponent? light = null)
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{
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// check bulb state
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var bulbUid = GetBulb(uid, light);
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if (bulbUid == null || !EntityManager.TryGetComponent(bulbUid.Value, out LightBulbComponent? lightBulb))
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return false;
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return;
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if (lightBulb.State == LightBulbState.Broken)
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return false;
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return;
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// break it
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_bulbSystem.SetState(bulbUid.Value, LightBulbState.Broken, lightBulb);
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_bulbSystem.PlayBreakSound(bulbUid.Value, lightBulb);
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UpdateLight(uid, light);
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return true;
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}
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#endregion
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@@ -429,8 +428,8 @@ namespace Content.Server.Light.EntitySystems
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private void OnEmpPulse(EntityUid uid, PoweredLightComponent component, ref EmpPulseEvent args)
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{
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if (TryDestroyBulb(uid, component))
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args.Affected = true;
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args.Affected = true;
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TryDestroyBulb(uid, component);
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}
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}
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}
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