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
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@@ -1,4 +1,4 @@
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using Content.Server.GameObjects.Components.Items.Clothing;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Sound;
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@@ -42,7 +42,7 @@ namespace Content.Server.GameObjects.Components.Interactable
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if (Owner.TryGetComponent<ItemComponent>(out var item))
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{
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item.EquippedPrefix = "off";
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item.EquippedPrefix = "unlit";
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}
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CurrentState = ExpendableLightState.BrandNew;
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@@ -59,7 +59,7 @@ namespace Content.Server.GameObjects.Components.Interactable
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{
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if (Owner.TryGetComponent<ItemComponent>(out var item))
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{
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item.EquippedPrefix = "on";
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item.EquippedPrefix = "lit";
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}
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CurrentState = ExpendableLightState.Lit;
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@@ -113,9 +113,13 @@ namespace Content.Server.GameObjects.Components.Interactable
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EntitySystem.Get<AudioSystem>().PlayFromEntity(LitSound, Owner);
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}
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if (IconStateLit != string.Empty)
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{
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sprite.LayerSetState(2, IconStateLit);
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sprite.LayerSetShader(2, "shaded");
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}
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sprite.LayerSetVisible(1, true);
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sprite.LayerSetState(2, IconStateLit);
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sprite.LayerSetShader(2, "unshaded");
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break;
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case ExpendableLightState.Fading:
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@@ -134,9 +138,9 @@ namespace Content.Server.GameObjects.Components.Interactable
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loopSound.StopAllSounds();
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}
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sprite.LayerSetState(0, IconStateSpent);
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sprite.LayerSetShader(0, "shaded");
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sprite.LayerSetVisible(1, false);
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sprite.LayerSetState(2, IconStateSpent);
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sprite.LayerSetShader(2, "shaded");
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break;
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}
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}
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@@ -178,7 +182,7 @@ namespace Content.Server.GameObjects.Components.Interactable
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if (Owner.TryGetComponent<ItemComponent>(out var item))
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{
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item.EquippedPrefix = "off";
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item.EquippedPrefix = "unlit";
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}
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break;
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