Update submodule: light cleanup.
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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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