using Content.Shared.Power.Generation.Teg;
using Content.Shared.Rounding;
using Robust.Server.GameObjects;
+using Robust.Shared.Utility;
namespace Content.Server.Power.Generation.Teg;
// Otherwise, make sure circulator is set to nothing.
if (!group.IsFullyBuilt)
{
- UpdateCirculatorAppearance(uid, false);
+ UpdateCirculatorAppearance((uid, component), false);
}
}
- private void UpdateCirculatorAppearance(EntityUid uid, bool powered)
+ private void UpdateCirculatorAppearance(Entity<TegCirculatorComponent?> ent, bool powered)
{
- var circ = Comp<TegCirculatorComponent>(uid);
+ if (!Resolve(ent, ref ent.Comp))
+ return;
+
+ var circ = ent.Comp;
TegCirculatorSpeed speed;
if (powered && circ.LastPressureDelta > 0 && circ.LastMolesTransferred > 0)
speed = TegCirculatorSpeed.SpeedStill;
}
- _appearance.SetData(uid, TegVisuals.CirculatorSpeed, speed);
- _appearance.SetData(uid, TegVisuals.CirculatorPower, powered);
+ _appearance.SetData(ent, TegVisuals.CirculatorSpeed, speed);
+ _appearance.SetData(ent, TegVisuals.CirculatorPower, powered);
- if (_pointLight.TryGetLight(uid, out var pointLight))
+ if (_pointLight.TryGetLight(ent, out var pointLight))
{
- _pointLight.SetEnabled(uid, powered, pointLight);
- _pointLight.SetColor(uid, speed == TegCirculatorSpeed.SpeedFast ? circ.LightColorFast : circ.LightColorSlow, pointLight);
+ _pointLight.SetEnabled(ent, powered, pointLight);
+ _pointLight.SetColor(ent, speed == TegCirculatorSpeed.SpeedFast ? circ.LightColorFast : circ.LightColorSlow, pointLight);
}
}