From dc2d191eba6ec436d95f8bff26297da40c1e2caa Mon Sep 17 00:00:00 2001 From: oranges Date: Thu, 7 Dec 2017 11:19:24 +1300 Subject: [PATCH] Merge pull request #33332 from AnturK/lightfix Fixes light breaking --- code/modules/power/lighting.dm | 12 +++++------- 1 file changed, 5 insertions(+), 7 deletions(-) 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)