Fix warnings and code cleanup/fixes (#13570)

This commit is contained in:
Visne
2023-01-19 03:56:45 +01:00
committed by GitHub
parent 3ca5a0224b
commit c6d3e4f3bd
265 changed files with 499 additions and 666 deletions

View File

@@ -140,7 +140,7 @@ namespace Content.Server.Light.EntitySystems
// removing a working bulb, so require a delay
light.CancelToken = new CancellationTokenSource();
_doAfterSystem.DoAfter(new DoAfterEventArgs((EntityUid) userUid, light.EjectBulbDelay, light.CancelToken.Token, uid)
_doAfterSystem.DoAfter(new DoAfterEventArgs(userUid, light.EjectBulbDelay, light.CancelToken.Token, uid)
{
BreakOnUserMove = true,
BreakOnDamage = true,
@@ -273,41 +273,38 @@ namespace Content.Server.Light.EntitySystems
appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Empty);
return;
}
else
switch (lightBulb.State)
{
switch (lightBulb.State)
{
case LightBulbState.Normal:
if (powerReceiver.Powered && light.On)
case LightBulbState.Normal:
if (powerReceiver.Powered && light.On)
{
SetLight(uid, true, lightBulb.Color, light, lightBulb.LightRadius, lightBulb.LightEnergy, lightBulb.LightSoftness);
appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.On);
var time = _gameTiming.CurTime;
if (time > light.LastThunk + ThunkDelay)
{
SetLight(uid, true, lightBulb.Color, light, lightBulb.LightRadius, lightBulb.LightEnergy, lightBulb.LightSoftness);
appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.On);
var time = _gameTiming.CurTime;
if (time > light.LastThunk + ThunkDelay)
{
light.LastThunk = time;
SoundSystem.Play(light.TurnOnSound.GetSound(), Filter.Pvs(uid), uid, AudioParams.Default.WithVolume(-10f));
}
light.LastThunk = time;
SoundSystem.Play(light.TurnOnSound.GetSound(), Filter.Pvs(uid), uid, AudioParams.Default.WithVolume(-10f));
}
else
{
SetLight(uid, false, light: light);
appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Off);
}
break;
case LightBulbState.Broken:
}
else
{
SetLight(uid, false, light: light);
appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Broken);
break;
case LightBulbState.Burned:
SetLight(uid, false, light: light);
appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Burned);
break;
}
powerReceiver.Load = (light.On && lightBulb.State == LightBulbState.Normal) ? lightBulb.PowerUse : 0;
appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Off);
}
break;
case LightBulbState.Broken:
SetLight(uid, false, light: light);
appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Broken);
break;
case LightBulbState.Burned:
SetLight(uid, false, light: light);
appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.Burned);
break;
}
powerReceiver.Load = (light.On && lightBulb.State == LightBulbState.Normal) ? lightBulb.PowerUse : 0;
}
/// <summary>