/obj/machinery/power/emitter icon = 'icons/obj/singularity_vr.dmi' // New emitter sprite icon_state = "emitter0" var/previous_state = 0 /obj/machinery/power/emitter/Initialize() . = ..() previous_state = state /obj/machinery/power/emitter/update_icon() cut_overlays() icon_state = "emitter[state]" if (state != previous_state) flick("emitterflick-[previous_state][state]",src) previous_state = state if(powered && powernet && avail(active_power_usage) && active) var/image/emitterbeam = image(icon,"emitter-beam") emitterbeam.plane = PLANE_LIGHTING_ABOVE add_overlay(emitterbeam) if(locked) var/image/emitterlock = image(icon,"emitter-lock") emitterlock.plane = PLANE_LIGHTING_ABOVE add_overlay(emitterlock) // The old emitter sprite /obj/machinery/power/emitter/antique name = "antique emitter" desc = "An old fashioned heavy duty industrial laser." icon_state = "emitter" /obj/machinery/power/emitter/antique/update_icon() if(powered && powernet && avail(active_power_usage) && active) icon_state = "emitter_+a" else icon_state = "emitter"