Improve autolathe & protolathe visuals.
Used correct Eris autolathe sprite. Gave them an unlit layer.
This commit is contained in:
@@ -2,6 +2,8 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Server.GameObjects.EntitySystems;
|
||||
using Content.Shared.GameObjects.Components.Power;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.GameObjects.Components;
|
||||
@@ -248,15 +250,14 @@ namespace Content.Server.GameObjects.Components.Power
|
||||
{
|
||||
var oldPowered = Powered;
|
||||
Powered = !IsPowerCut && (ExternalPowered || InternalPowered);
|
||||
|
||||
if (oldPowered != Powered)
|
||||
{
|
||||
if (Powered)
|
||||
OnPowerStateChanged?.Invoke(this, new PowerStateEventArgs(Powered));
|
||||
|
||||
if (Owner.TryGetComponent(out AppearanceComponent appearance))
|
||||
{
|
||||
OnPowerStateChanged?.Invoke(this, new PowerStateEventArgs(true));
|
||||
}
|
||||
else
|
||||
{
|
||||
OnPowerStateChanged?.Invoke(this, new PowerStateEventArgs(false));
|
||||
appearance.SetData(PowerDeviceVisuals.Powered, Powered);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user