Content/Light: make lights actually require power after changing the lightbulb (#4953)
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@@ -219,11 +219,11 @@ namespace Content.Server.Light.Components
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public void UpdateLight()
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public void UpdateLight()
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{
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{
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var powerReceiver = Owner.GetComponent<ApcPowerReceiverComponent>();
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var powerReceiver = Owner.GetComponent<ApcPowerReceiverComponent>();
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powerReceiver.Load = (LightBulb != null && _on && LightBulb.State == LightBulbState.Normal) ? LightBulb.PowerUse : 0;
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if (LightBulb == null) // No light bulb.
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if (LightBulb == null) // No light bulb.
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{
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{
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SetLight(false);
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SetLight(false);
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powerReceiver.Load = 0;
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_appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Empty);
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_appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Empty);
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return;
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return;
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}
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}
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@@ -234,7 +234,6 @@ namespace Content.Server.Light.Components
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if (powerReceiver.Powered && _on)
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if (powerReceiver.Powered && _on)
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{
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{
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SetLight(true, LightBulb.Color);
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SetLight(true, LightBulb.Color);
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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.BulbState, PoweredLightState.On);
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var time = _gameTiming.CurTime;
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var time = _gameTiming.CurTime;
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if (time > _lastThunk + _thunkDelay)
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if (time > _lastThunk + _thunkDelay)
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