fix: fix lights not always enabling correctly (#39585)
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@@ -263,6 +263,14 @@ public abstract class SharedPoweredLightSystem : EntitySystem
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AppearanceComponent? appearance = null,
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EntityUid? user = null)
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{
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// We don't do anything during state application on the client as if
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// it's due to an entity spawn, we'd have to wait for component init to
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// be able to do anything, despite the server having already sent us the
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// state that we need. On the other hand, we still want this to run in
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// prediction so we can, well, predict lights turning on.
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if (GameTiming.ApplyingState)
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return;
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if (!Resolve(uid, ref light, false))
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return;
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