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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-26 06:22:26 +01:00
Floodlight Fix (#10355)
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@@ -1,14 +1,15 @@
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/obj/machinery/floodlight
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name = "Emergency Floodlight"
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name = "emergency floodlight"
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icon = 'icons/obj/machines/floodlight.dmi'
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icon_state = "flood00"
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density = 1
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var/on = 0
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density = TRUE
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obj_flags = OBJ_FLAG_ROTATABLE
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var/on = FALSE
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var/obj/item/cell/high/cell = null
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var/use = 200 // 200W light
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var/unlocked = 0
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var/open = 0
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var/unlocked = FALSE
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var/open = FALSE
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var/brightness_on = 12 //can't remember what the maxed out value is
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light_color = LIGHT_COLOR_TUNGSTEN
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light_wedge = LIGHT_WIDE
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@@ -28,7 +29,7 @@
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return
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if(!cell || (cell.charge < (use * CELLRATE)))
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turn_off(1)
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turn_off(TRUE)
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return
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// If the cell is almost empty rarely "flicker" the light. Aesthetic only.
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@@ -42,92 +43,81 @@
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// Returns 0 on failure and 1 on success
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/obj/machinery/floodlight/proc/turn_on(var/loud = 0)
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/obj/machinery/floodlight/proc/turn_on(var/loud = FALSE)
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if(!cell)
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return 0
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return FALSE
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if(cell.charge < (use * CELLRATE))
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return 0
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return FALSE
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on = 1
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on = TRUE
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set_light(brightness_on, 1)
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update_icon()
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if(loud)
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visible_message("\The [src] turns on.")
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return 1
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visible_message(SPAN_NOTICE("\The [src] turns on."))
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return TRUE
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/obj/machinery/floodlight/proc/turn_off(var/loud = 0)
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on = 0
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/obj/machinery/floodlight/proc/turn_off(var/loud = FALSE)
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on = FALSE
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set_light(0)
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update_icon()
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if(loud)
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visible_message("\The [src] shuts down.")
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visible_message(SPAN_NOTICE("\The [src] shuts down."))
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/obj/machinery/floodlight/attack_ai(mob/user as mob)
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/obj/machinery/floodlight/attack_ai(mob/user)
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if(istype(user, /mob/living/silicon/robot) && Adjacent(user))
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return attack_hand(user)
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if(on)
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turn_off(1)
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turn_off(TRUE)
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else
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if(!turn_on(1))
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to_chat(user, "You try to turn on \the [src] but it does not work.")
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if(!turn_on(TRUE))
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to_chat(user, SPAN_WARNING("You try to turn on \the [src] but it does not work."))
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/obj/machinery/floodlight/attack_hand(mob/user as mob)
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/obj/machinery/floodlight/attack_hand(mob/user)
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if(open && cell)
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if(ishuman(user))
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if(!user.get_active_hand())
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user.put_in_hands(cell)
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cell.forceMove(user.loc)
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else
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cell.forceMove(loc)
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user.put_in_hands(cell)
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cell.add_fingerprint(user)
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cell.update_icon()
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cell = null
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src.cell = null
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on = 0
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on = FALSE
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set_light(0)
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to_chat(user, "You remove the power cell")
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to_chat(user, SPAN_NOTICE("You remove the power cell."))
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update_icon()
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return
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if(on)
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turn_off(1)
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turn_off(TRUE)
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else
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if(!turn_on(1))
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to_chat(user, "You try to turn on \the [src] but it does not work.")
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if(!turn_on(TRUE))
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to_chat(user, SPAN_WARNING("You try to turn on \the [src] but it does not work."))
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update_icon()
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/obj/machinery/floodlight/attackby(obj/item/W as obj, mob/user as mob)
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if (W.isscrewdriver())
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if (!open)
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if(unlocked)
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unlocked = 0
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to_chat(user, "You screw the battery panel in place.")
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else
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unlocked = 1
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to_chat(user, "You unscrew the battery panel.")
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if (W.iscrowbar())
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/obj/machinery/floodlight/attackby(obj/item/W, mob/user)
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if(W.isscrewdriver())
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if(!open)
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unlocked = !unlocked
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var/msg = unlocked ? "You unscrew the battery panel." : "You screw the battery panel into place."
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to_chat(user, SPAN_NOTICE(msg))
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else
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to_chat(user, SPAN_WARNING("\The [src]'s battery panel is open and cannot be screwed down!"))
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if(W.iscrowbar())
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if(unlocked)
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if(open)
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open = 0
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overlays = null
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to_chat(user, "You crowbar the battery panel in place.")
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else
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if(unlocked)
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open = 1
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to_chat(user, "You remove the battery panel.")
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if (istype(W, /obj/item/cell))
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open = !open
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var/msg = open ? "You remove the battery panel." : "You crowbar the battery panel into place."
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to_chat(user, SPAN_NOTICE(msg))
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else
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to_chat(user, SPAN_WARNING("\The [src]'s battery panel is still screwed shut!"))
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if(istype(W, /obj/item/cell))
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if(open)
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if(cell)
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to_chat(user, "There is a power cell already installed.")
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to_chat(user, SPAN_WARNING("There is a power cell already installed."))
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return
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else
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user.drop_from_inventory(W,src)
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user.drop_from_inventory(W, src)
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cell = W
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to_chat(user, "You insert the power cell.")
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update_icon()
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to_chat(user, SPAN_NOTICE("You insert the power cell."))
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update_icon()
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