diff --git a/code/modules/power/lighting.dm b/code/modules/power/lighting.dm
index 920d2f5b52..68751174ca 100644
--- a/code/modules/power/lighting.dm
+++ b/code/modules/power/lighting.dm
@@ -284,7 +284,6 @@
return ..()
/obj/machinery/light/update_icon()
-
switch(status) // set icon_states
if(LIGHT_OK)
if(emergency_mode)
@@ -293,18 +292,17 @@
icon_state = "[base_state][on]"
if(LIGHT_EMPTY)
icon_state = "[base_state]-empty"
- on = FALSE
if(LIGHT_BURNED)
icon_state = "[base_state]-burned"
- on = FALSE
if(LIGHT_BROKEN)
icon_state = "[base_state]-broken"
- on = FALSE
return
// update the icon_state and luminosity of the light depending on its state
/obj/machinery/light/proc/update(trigger = 1)
-
+ switch(status)
+ if(LIGHT_BROKEN,LIGHT_BURNED,LIGHT_EMPTY)
+ on = FALSE
emergency_mode = FALSE
if(on)
if(!light || light.light_range != brightness)
@@ -678,7 +676,7 @@
force = 2
throwforce = 5
w_class = WEIGHT_CLASS_TINY
- var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
+ var/status = LIGHT_OK // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
var/base_state
var/switchcount = 0 // number of times switched
materials = list(MAT_GLASS=100)
@@ -761,7 +759,7 @@
/obj/item/light/proc/shatter()
if(status == LIGHT_OK || status == LIGHT_BURNED)
- src.visible_message("[name] shatters.","You hear a small glass object shatter.")
+ visible_message("[name] shatters.","You hear a small glass object shatter.")
status = LIGHT_BROKEN
force = 5
playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1)