Allow Flares to light cigarettes (#29476)

* Allow Flares to light cigarettes

* !IsHot check

* nicer looking(and I think the right way to do that...)

* heh, whoops

* Adds IgnitionEvent, IgnitionSource now functions as IsHot when Ignited

* Fixes + remove redundancy

* Hows this?

* press enter

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* Flare is not forever hot anymore

* Formatting fixes

* Make IgnitionEvent readonly

---------

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
This commit is contained in:
Cojoke
2024-07-01 16:14:38 -05:00
committed by GitHub
parent ed2789a0e4
commit fe7dbb42b3
4 changed files with 20 additions and 6 deletions

View File

@@ -1,3 +1,4 @@
using Content.Server.IgnitionSource;
using Content.Server.Light.Components;
using Content.Shared.Clothing.Components;
using Content.Shared.Clothing.EntitySystems;
@@ -99,8 +100,8 @@ namespace Content.Server.Light.EntitySystems
_item.SetHeldPrefix(ent, "lit", component: item);
}
var isHotEvent = new IsHotEvent() {IsHot = true};
RaiseLocalEvent(ent, isHotEvent);
var ignite = new IgnitionEvent(true);
RaiseLocalEvent(ent, ref ignite);
component.CurrentState = ExpendableLightState.Lit;
component.StateExpiryTime = component.GlowDuration;
@@ -134,8 +135,8 @@ namespace Content.Server.Light.EntitySystems
case ExpendableLightState.Dead:
_appearance.SetData(ent, ExpendableLightVisuals.Behavior, string.Empty, appearance);
var isHotEvent = new IsHotEvent() {IsHot = true};
RaiseLocalEvent(ent, isHotEvent);
var ignite = new IgnitionEvent(false);
RaiseLocalEvent(ent, ref ignite);
break;
}
}