Fixes Torch (#3270)

* Updates RSI

* Done

* Finish

* SoulSloth you give me conniptions

* Nvm it was Nuke who made this, sorry soulsloth.

* E

* I am retar
This commit is contained in:
Swept
2021-02-27 09:23:14 +00:00
committed by GitHub
parent 9b94d5c195
commit 1056b9005f
22 changed files with 219 additions and 166 deletions

View File

@@ -1,4 +1,4 @@

using Content.Server.GameObjects.Components.Items.Clothing;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Sound;
@@ -42,7 +42,7 @@ namespace Content.Server.GameObjects.Components.Interactable
if (Owner.TryGetComponent<ItemComponent>(out var item))
{
item.EquippedPrefix = "off";
item.EquippedPrefix = "unlit";
}
CurrentState = ExpendableLightState.BrandNew;
@@ -59,7 +59,7 @@ namespace Content.Server.GameObjects.Components.Interactable
{
if (Owner.TryGetComponent<ItemComponent>(out var item))
{
item.EquippedPrefix = "on";
item.EquippedPrefix = "lit";
}
CurrentState = ExpendableLightState.Lit;
@@ -113,9 +113,13 @@ namespace Content.Server.GameObjects.Components.Interactable
EntitySystem.Get<AudioSystem>().PlayFromEntity(LitSound, Owner);
}
if (IconStateLit != string.Empty)
{
sprite.LayerSetState(2, IconStateLit);
sprite.LayerSetShader(2, "shaded");
}
sprite.LayerSetVisible(1, true);
sprite.LayerSetState(2, IconStateLit);
sprite.LayerSetShader(2, "unshaded");
break;
case ExpendableLightState.Fading:
@@ -134,9 +138,9 @@ namespace Content.Server.GameObjects.Components.Interactable
loopSound.StopAllSounds();
}
sprite.LayerSetState(0, IconStateSpent);
sprite.LayerSetShader(0, "shaded");
sprite.LayerSetVisible(1, false);
sprite.LayerSetState(2, IconStateSpent);
sprite.LayerSetShader(2, "shaded");
break;
}
}
@@ -178,7 +182,7 @@ namespace Content.Server.GameObjects.Components.Interactable
if (Owner.TryGetComponent<ItemComponent>(out var item))
{
item.EquippedPrefix = "off";
item.EquippedPrefix = "unlit";
}
break;