You can use lights to commit sudoku again.
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@@ -49,6 +49,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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private bool _hasLampOnSpawn;
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[ViewVariables] private bool _on;
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[ViewVariables] private bool _currentLit;
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[ViewVariables] private bool _isBlinking;
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[ViewVariables] private bool _ignoreGhostsBoo;
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@@ -98,7 +99,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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if (LightBulb == null)
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return false;
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return _lightState && heatResistance < LightBulb.BurningTemperature;
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return _currentLit && heatResistance < LightBulb.BurningTemperature;
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}
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void Burn()
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@@ -171,8 +172,6 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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UpdateLight();
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}
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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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@@ -182,6 +181,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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if (LightBulb == null) // No light bulb.
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{
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_currentLit = false;
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powerReceiver.Load = 0;
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_appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Empty);
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return;
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@@ -192,6 +192,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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case LightBulbState.Normal:
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if (powerReceiver.Powered && _on)
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{
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_currentLit = true;
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powerReceiver.Load = LightBulb.PowerUse;
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_appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.On);
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_appearance?.SetData(PoweredLightVisuals.BulbColor, LightBulb.Color);
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@@ -204,13 +205,16 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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}
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else
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{
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_currentLit = false;
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_appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Off);
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}
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break;
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case LightBulbState.Broken:
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_currentLit = false;
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_appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Broken);
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break;
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case LightBulbState.Burned:
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_currentLit = false;
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_appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Burned);
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break;
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}
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