/// The lighting system. /// Consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/light). /// 20W per unit luminosity #define LIGHTING_POWER_FACTOR 40 /// Standard tube light fixture /obj/machinery/light name = "light fixture" icon = 'icons/obj/machinery/light.dmi' /// Base description and icon_state var/base_state = "tube" icon_state = "tube_preview" desc = "A lighting fixture." anchored = TRUE layer = ABOVE_HUMAN_LAYER use_power = POWER_USE_ACTIVE idle_power_usage = 2 active_power_usage = 20 /// Lights are calculated via area so they don't need to be in the machine list. power_channel = AREA_USAGE_LIGHT always_area_sensitive = TRUE gfi_layer_rotation = GFI_ROTATION_DEFDIR obj_flags = OBJ_FLAG_MOVES_UNSUPPORTED /// Luminosity when on, also used in power calculation. var/brightness_range = 7 var/brightness_power = 1 var/night_brightness_range = 5 var/night_brightness_power = 0.4 var/supports_nightmode = TRUE var/nightmode = FALSE var/brightness_color = LIGHT_COLOR_HALOGEN /// Expected types defined in lightning.dm var/status = LIGHT_OK var/flickering = 0 /// Type of light item. var/light_type = /obj/item/light/tube var/obj/item/light/inserted_light = /obj/item/light/tube var/fitting = "tube" /// Whether the bulb can break during its init or not. var/must_start_working = FALSE /// If TRUE light sources have a 50% chance to be broken instead after Initialize. var/maybe_broken = FALSE /// Count of number of times the light was switched on/off. This is used to calculate the probability of the light burning out. var/switchcount = 0 /// TRUE if rigged to explode. var/rigged = 0 var/obj/item/cell/cell /// If TRUE this fixture generates a very weak cell at roundstart. var/start_with_cell = TRUE /// If TRUE the light is in emergency mode. var/emergency_mode = FALSE /// If TRUE this light cannot enter emergency mode. var/no_emergency = FALSE var/next_spark = 0 var/bulb_is_noisy = TRUE var/fitting_has_empty_icon = FALSE var/fitting_is_on_floor = FALSE var/previous_stat var/randomize_color = TRUE var/default_color var/static/list/randomized_colors = LIGHT_STANDARD_COLORS var/static/list/emergency_lights = list( LIGHT_MODE_RED = LIGHT_COLOR_EMERGENCY, LIGHT_MODE_DELTA = LIGHT_COLOR_ORANGE ) init_flags = 0 /obj/machinery/light/mechanics_hints(mob/user, distance, is_adjacent) . += ..() . += "Use Grab intent on a working light to remove it from its fixture." /obj/machinery/light/feedback_hints(mob/user, distance, is_adjacent) . += ..() switch(status) if(LIGHT_OK) . += "It is turned [!(stat & POWEROFF) ? "on" : "off"]." if(LIGHT_EMPTY) . += "\The [fitting] has been removed." if(LIGHT_BURNED) . += "\The [fitting] is burnt out." if(LIGHT_BROKEN) . += "\The [fitting] has been smashed." if(cell) . += "The charge meter reads [round((cell.charge / cell.maxcharge) * 100, 0.1)]%." /obj/machinery/light/built/Initialize() status = LIGHT_EMPTY stat |= MAINT . = ..() /obj/machinery/light/floor/built/Initialize() status = LIGHT_EMPTY stat |= MAINT . = ..() /obj/machinery/light/small/built/Initialize() status = LIGHT_EMPTY stat |= MAINT . = ..() /obj/machinery/light/small/floor/built/Initialize() status = LIGHT_EMPTY stat |= MAINT . = ..() /obj/machinery/light/spot/built/Initialize() status = LIGHT_EMPTY stat |= MAINT . = ..() /obj/machinery/light/Initialize(mapload) . = ..() if (!has_power()) stat |= NOPOWER if (start_with_cell && !no_emergency) cell = new /obj/item/cell/device/emergency_light(src) if (!must_start_working && mapload && loc && isNotAdminLevel(z)) switch(fitting) if("tube") if(prob(2) || (maybe_broken && prob(50))) broken(1) if("bulb") if(prob(5) || (maybe_broken && prob(50))) broken(1) if("large tube") if(prob(1) || (maybe_broken && prob(50))) broken(1) if(randomize_color) brightness_color = pick(randomized_colors) default_color = brightness_color // We need a different var so the new color doesn't get wiped away. Initial() wouldn't work since brightness_color is overridden. update(0) set_pixel_offsets() /obj/machinery/light/Destroy() QDEL_NULL(cell) return ..() /obj/machinery/light/set_pixel_offsets() pixel_x = dir & (NORTH|SOUTH) ? 0 : (dir == EAST ? 12 : -12) pixel_y = dir & (NORTH|SOUTH) ? (dir == NORTH ? DEFAULT_WALL_OFFSET : -2) : 0 /obj/machinery/light/small/set_pixel_offsets() pixel_x = dir & (NORTH|SOUTH) ? 0 : (dir == EAST ? 12 : -12) pixel_y = dir & (NORTH|SOUTH) ? (dir == NORTH ? DEFAULT_WALL_OFFSET : -22) : 0 /obj/machinery/light/floor/set_pixel_offsets() pixel_x = pixel_x pixel_y = pixel_y /obj/machinery/light/small/floor/set_pixel_offsets() pixel_x = pixel_x pixel_y = pixel_y /obj/machinery/light/update_icon() ClearOverlays() if ((status == LIGHT_EMPTY) || !fitting_has_empty_icon) icon_state = "[base_state]_empty" else icon_state = "[base_state]" var/on = emergency_mode || !stat switch(status) // set icon_states if(LIGHT_OK) var/target_color if (emergency_mode) target_color = LIGHT_COLOR_RED else target_color = brightness_color if (supports_nightmode && nightmode && !stat) target_color = BlendRGB("#D2D2D2", target_color, 0.25) if (on) var/image/I = LIGHT_FIXTURE_CACHE(icon, "[base_state]_on", target_color) var/image/E = emissive_appearance(icon, "[base_state]_on") AddOverlays(I) AddOverlays(E) else AddOverlays(LIGHT_FIXTURE_CACHE(icon, "[base_state]_off", target_color)) if(LIGHT_BURNED) AddOverlays(LIGHT_FIXTURE_CACHE(icon, "[base_state]_burned", brightness_color)) stat |= BROKEN stat &= ~MAINT if(LIGHT_BROKEN) AddOverlays(LIGHT_FIXTURE_CACHE(icon, "[base_state]_broken", brightness_color)) stat |= BROKEN stat &= ~MAINT // update the icon_state and luminosity of the light depending on its state /obj/machinery/light/proc/update(var/trigger = 1) emergency_mode = FALSE switch (status) if(LIGHT_OK) stat &= ~(MAINT|BROKEN) if(LIGHT_EMPTY) stat |= MAINT stat &= ~BROKEN if (LIGHT_BURNED) stat |= BROKEN stat &= ~MAINT if (LIGHT_BROKEN) stat |= BROKEN stat &= ~MAINT if (previous_stat != stat && !stat && bulb_is_noisy) playsound(loc, 'sound/effects/lighton.ogg', 65, 1) previous_stat = stat if(!stat) var/area/local_area = get_area(src) if(local_area && istype(local_area, /area/turbolift)) // Elevators raise the switchcount constantly by moving, resulting in constantly broken lights, this prevents this behavior. switchcount = 0 else switchcount++ if(rigged) if(status == LIGHT_OK && trigger) log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]") message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]") explode() else if( prob( min(60, switchcount*switchcount*0.01) ) ) if(status == LIGHT_OK && trigger) status = LIGHT_BURNED stat |= BROKEN set_light(0) else update_use_power(POWER_USE_ACTIVE) change_power_consumption(light_range * LIGHTING_POWER_FACTOR, POWER_USE_ACTIVE) if (supports_nightmode && nightmode) set_light(night_brightness_range, night_brightness_power, brightness_color) else set_light(brightness_range, brightness_power, brightness_color) else if (has_emergency_power(LIGHT_EMERGENCY_POWER_USE) && !(stat & POWEROFF)) update_use_power(POWER_USE_IDLE) emergency_mode = TRUE var/new_power = round(max(0.5, 0.75 * (cell.charge / cell.maxcharge)), 0.1) set_light(brightness_range * 0.25, new_power, LIGHT_COLOR_EMERGENCY) else update_use_power(POWER_USE_IDLE) set_light(0) update_icon() change_power_consumption((light_range * light_power) * 10, POWER_USE_ACTIVE) if((status == LIGHT_BROKEN) || emergency_mode || (cell && !cell.fully_charged() && has_power())) START_PROCESSING_MACHINE(src, MACHINERY_PROCESS_SELF) else if(processing_flags) STOP_PROCESSING_MACHINE(src, MACHINERY_PROCESS_SELF) /obj/machinery/light/proc/broken_sparks() if(world.time > next_spark && !(stat & POWEROFF) && has_power()) spark(src, 3, GLOB.alldirs) next_spark = world.time + 1 MINUTE + (rand(-15, 15) SECONDS) // ehh /obj/machinery/light/process(seconds_per_tick) if (cell && has_power()) cell.give(0.2 * seconds_per_tick) if(cell.fully_charged()) return PROCESS_KILL if (emergency_mode && !use_emergency_power(LIGHT_EMERGENCY_POWER_USE)) update(FALSE) return PROCESS_KILL if(status == LIGHT_BROKEN) broken_sparks() /obj/machinery/light/proc/has_emergency_power(pwr = LIGHT_EMERGENCY_POWER_USE) if (no_emergency | !cell) return FALSE if (pwr ? cell.charge >= pwr : cell.charge) return status == LIGHT_OK /obj/machinery/light/proc/use_emergency_power(pwr = 0.2) if (!has_emergency_power(pwr)) return FALSE if (cell.charge > 600) // Default mini-cell max is 500. visible_message(SPAN_WARNING("\The [src] short-circuits!"), SPAN_WARNING("You hear glass breaking.")) broken() return FALSE cell.use(pwr) // Hopefully this doesn't cause too many lighting updates. var/new_power = round(max(0.5, 0.75 * (cell.charge / cell.maxcharge)), 0.1) if (!IsAboutEqual(light_power, new_power)) set_light(l_power = new_power) return TRUE /obj/machinery/light/proc/check_update() if (emergency_mode) return light_range != brightness_range * 0.25 || light_power != max(0.5, 0.75 * (cell.charge / cell.maxcharge)) || light_color != LIGHT_COLOR_EMERGENCY else if (supports_nightmode && nightmode) return light_range != night_brightness_range || light_power != night_brightness_power || light_color != brightness_color else return light_range != brightness_range || light_power != brightness_power || light_color != brightness_color /obj/machinery/light/attack_generic(mob/user, damage, attack_message, environment_smash, armor_penetration, attack_flags, damage_type) if(!damage) return if(status == LIGHT_EMPTY) to_chat(user, SPAN_WARNING("\The [src] is useless to you.")) return if(!(status == LIGHT_OK || status == LIGHT_BURNED)) return if(status == LIGHT_BROKEN) user.visible_message(SPAN_WARNING("\The [user] completely shatters \the [src]!"), SPAN_WARNING("You completely shatter \the [src]!")) shatter() else user.visible_message(SPAN_WARNING("\The [user] smashes \the [src]!"), SPAN_WARNING("You smash \the [src]!")) broken() user.do_attack_animation(src) return TRUE // attack with item - insert light (if right type), otherwise try to break the light /obj/machinery/light/attackby(obj/item/attacking_item, mob/user) //Light replacer code if(istype(attacking_item, /obj/item/lightreplacer)) var/obj/item/lightreplacer/LR = attacking_item if(isliving(user)) var/mob/living/U = user LR.ReplaceLight(src, U) return // attempt to insert light if(istype(attacking_item, /obj/item/light)) if(status != LIGHT_EMPTY) to_chat(user, SPAN_WARNING("There's already a [fitting] inserted.")) return else src.add_fingerprint(user) var/obj/item/light/L = attacking_item if(istype(L, light_type)) status = L.status to_chat(user, SPAN_NOTICE("You insert \the [L].")) switchcount = L.switchcount rigged = L.rigged brightness_range = L.brightness_range brightness_power = L.brightness_power brightness_color = L.brightness_color inserted_light = L.type if (!has_power()) stat |= NOPOWER else stat &= ~NOPOWER update() user.drop_from_inventory(L,get_turf(src)) qdel(L) if(!stat && rigged) log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]") message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]") explode() else to_chat(user, SPAN_WARNING("This type of light requires a [fitting].")) return // attempt to break the light //If xenos decide they want to smash a light bulb with a toolbox, who am I to stop them? /N else if(status != LIGHT_BROKEN && status != LIGHT_EMPTY) smash_check(attacking_item, user, "smashes", "smashes", TRUE) else if(status == LIGHT_BROKEN) smash_check(attacking_item, user, "completely shatters", "shatters completely", FALSE) // attempt to stick weapon into light socket else if(status == LIGHT_EMPTY) if(attacking_item.tool_behaviour == TOOL_SCREWDRIVER) //If it's a screwdriver open it. attacking_item.play_tool_sound(get_turf(src), 75) user.visible_message(SPAN_NOTICE("\The [user] opens \the [src]'s casing."), SPAN_NOTICE("You open \the [src]'s casing."), SPAN_NOTICE("You hear a noise.")) var/obj/machinery/light_construct/newlight = null switch(fitting) if("tube") newlight = new /obj/machinery/light_construct(get_turf(src)) newlight.icon_state = "tube-construct-stage2" if("bulb") newlight = new /obj/machinery/light_construct/small(get_turf(src)) newlight.icon_state = "bulb-construct-stage2" if("large tube") newlight = new /obj/machinery/light_construct/spot(get_turf(src)) newlight.icon_state = "slight-construct-stage2" newlight.dir = src.dir newlight.stage = 2 newlight.fingerprints = src.fingerprints newlight.fingerprintshidden = src.fingerprintshidden newlight.fingerprintslast = src.fingerprintslast if(cell) newlight.cell = cell cell.forceMove(newlight) cell = null qdel(src) return to_chat(user, SPAN_WARNING("You stick \the [attacking_item] into the light socket!")) if(has_power() && (attacking_item.obj_flags & OBJ_FLAG_CONDUCTABLE)) spark(src, 3) if(prob(75)) electrocute_mob(user, get_area(src), src, rand(0.7,1.0)) /obj/machinery/light/proc/smash_check(var/obj/O, var/mob/living/user, var/others_text, var/self_text, var/only_break) if(prob(1 + O.force * 5)) user.visible_message(SPAN_WARNING("\The [user] [others_text] \the [src]!"), SPAN_WARNING("You hit \the [src], and it [self_text]!"), SPAN_WARNING("You hear a tinkle of breaking glass!")) if(!stat && (O.obj_flags & OBJ_FLAG_CONDUCTABLE)) if(prob(12)) electrocute_mob(user, get_area(src), src, 0.3) if(only_break) broken() else shatter() else user.visible_message(SPAN_WARNING("\The [user] hits \the [src], but it doesn't break."), SPAN_WARNING("You hit \the [src], but it doesn't break."), SPAN_WARNING("You hear something hitting against glass.")) /obj/machinery/light/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit) . = ..() if(. != BULLET_ACT_HIT) return . bullet_ping(hitting_projectile) shatter() // returns whether this light has power // true if area has power /obj/machinery/light/proc/has_power() var/area/A = get_area(src) return A && (!A.requires_power || A.power_light) /obj/machinery/light/proc/flicker(amount = rand(10,20)) set waitfor = FALSE if (flickering || stat || status != LIGHT_OK) return flickering = TRUE var/offset = 1 var/thecallback = CALLBACK(src, PROC_REF(handle_flicker)) for (var/i = 0; i < amount; i++) addtimer(thecallback, offset) offset += rand(5, 15) addtimer(CALLBACK(src, PROC_REF(end_flicker)), offset) /obj/machinery/light/proc/handle_flicker() if (status == LIGHT_OK) stat ^= POWEROFF update(FALSE) if (prob(50)) playsound(src.loc, 'sound/effects/light_flicker.ogg', 75, 1) /obj/machinery/light/proc/end_flicker() stat &= ~POWEROFF update(FALSE) flickering = FALSE // ai attack - make lights flicker, because why not /obj/machinery/light/attack_ai(mob/user) if(!ai_can_interact(user)) return src.flicker(1) return // attack with hand - remove tube/bulb // if hands aren't protected and the light is on, burn the player /obj/machinery/light/attack_hand(mob/user) add_fingerprint(user) if(status == LIGHT_EMPTY) to_chat(user, SPAN_WARNING("There is no [fitting] in \the [src].")) return if(istype(user,/mob/living/carbon/human)) var/mob/living/carbon/human/H = user if(H.a_intent == I_HURT && H.species.can_shred(H)) if(status != LIGHT_BROKEN || status != LIGHT_EMPTY) H.visible_message(SPAN_WARNING("\The [user] smashes \the [src]!"), SPAN_WARNING("You smash \the [src]!"), SPAN_WARNING("You hear the tinkle of breaking glass.")) broken() return else if(status == LIGHT_BROKEN) H.visible_message(SPAN_WARNING("\The [user] completely shatters \the [src]!"), SPAN_WARNING("You shatter \the [src] completely!"), SPAN_WARNING("You hear the tinkle of breaking glass.")) shatter() return if(user.a_intent != I_GRAB && status == LIGHT_OK) return // create a light tube/bulb item and put it in the user's hand if(inserted_light) var/obj/item/light/L = new inserted_light() L.status = status L.rigged = rigged L.brightness_range = brightness_range L.brightness_power = brightness_power L.brightness_color = brightness_color // light item inherits the switchcount, then zero it L.switchcount = switchcount switchcount = 0 L.update() L.add_fingerprint(user) user.put_in_active_hand(L) //puts it in our active hand to_chat(user, SPAN_NOTICE("You remove the light [fitting].")) inserted_light = null status = LIGHT_EMPTY stat |= MAINT update() /obj/machinery/light/do_simple_ranged_interaction(var/mob/user) if(status == LIGHT_EMPTY) to_chat(user, "There is no [fitting] in this light.") return to_chat(user, "You telekinetically remove the light [fitting].") // create a light tube/bulb item and put it in the user's hand var/obj/item/light/L = new inserted_light() L.status = status L.rigged = rigged L.brightness_range = brightness_range L.brightness_power = brightness_power L.brightness_color = brightness_color // light item inherits the switchcount, then zero it L.switchcount = switchcount switchcount = 0 L.update() L.add_fingerprint(user) L.forceMove(loc) inserted_light = null status = LIGHT_EMPTY update() /obj/machinery/light/attack_ghost(mob/user) if(round_is_spooky()) flicker(rand(2,5)) else return ..() // break the light and make sparks if was on /obj/machinery/light/proc/broken(skip_sound_and_sparks = 0) if(status == LIGHT_EMPTY) return if(!skip_sound_and_sparks) if(status == LIGHT_OK || status == LIGHT_BURNED) playsound(src.loc, 'sound/effects/glass_hit.ogg', 75, 1) if(!stat) spark(src, 3) status = LIGHT_BROKEN stat |= BROKEN update() /obj/machinery/light/proc/shatter() if(status == LIGHT_EMPTY) return status = LIGHT_EMPTY stat |= BROKEN update() playsound(get_turf(src), 'sound/effects/glass_hit.ogg', 75, TRUE) new /obj/item/material/shard(get_turf(src)) /obj/machinery/light/proc/fix() if(status == LIGHT_OK) return status = LIGHT_OK update() // explosion effect // destroy the whole light fixture or just shatter it /obj/machinery/light/ex_act(severity) switch(severity) if(1.0) qdel(src) return if(2.0) if (prob(75)) shatter() if(3.0) if (prob(50)) broken() return // called when area power state changes /obj/machinery/light/power_change() SHOULD_CALL_PARENT(FALSE) addtimer(CALLBACK(src, PROC_REF(handle_power_change)), rand(1, 2 SECONDS), TIMER_UNIQUE | TIMER_NO_HASH_WAIT) /obj/machinery/light/proc/handle_power_change() if (has_power()) stat &= ~NOPOWER else stat |= NOPOWER update() // called when on fire /obj/machinery/light/fire_act(exposed_temperature, exposed_volume) . = ..() if(prob(max(0, exposed_temperature - 673))) //0% at <400C, 100% at >500C broken() // explode the light /obj/machinery/light/proc/explode() set waitfor = FALSE var/turf/T = get_turf(src.loc) broken() // break it first to give a warning sleep(2) explosion(T, 0, 0, 2, 2) sleep(1) qdel(src) /obj/machinery/light/set_emergency_state(var/new_security_level) var/area/A = get_area(src) if(new_security_level in emergency_lights) if(A.emergency_lights) brightness_color = emergency_lights[new_security_level] update(0) else if(brightness_color != default_color) brightness_color = default_color update(0) /obj/machinery/light/clean() . = ..() brightness_color = initial(brightness_color) update() /* ############################## LIGHT SUBTYPES ############################## */ //---- Tube lights /obj/machinery/light/built start_with_cell = FALSE /obj/machinery/light/broken status = LIGHT_BROKEN icon_state = "tube_broken_preview" /obj/machinery/light/maybe_broken maybe_broken = TRUE icon_state = "tube_maybe_broken_preview" /obj/machinery/light/maybe_broken/decayed brightness_color = LIGHT_COLOR_DECAYED randomize_color = FALSE /obj/machinery/light/skrell base_state = "skrell" icon_state = "skrell_empty" supports_nightmode = FALSE fitting = "skrell" bulb_is_noisy = FALSE light_type = /obj/item/light/tube inserted_light = /obj/item/light/tube brightness_power = 0.45 brightness_color = LIGHT_COLOR_PURPLE /obj/machinery/light/spot name = "spotlight fixture" icon_state = "tube_empty" desc = "An extremely powerful lighting fixture." fitting = "large tube" light_type = /obj/item/light/tube/large inserted_light = /obj/item/light/tube/large brightness_range = 12 brightness_power = 3.5 supports_nightmode = FALSE /obj/machinery/light/colored/blue brightness_color = LIGHT_COLOR_BLUE randomize_color = FALSE /obj/machinery/light/colored/red brightness_color = LIGHT_COLOR_RED randomize_color = FALSE icon_state = "tube_red_preview" /obj/machinery/light/colored/violet brightness_color = LIGHT_COLOR_VIOLET randomize_color = FALSE icon_state = "tube_violet_preview" /obj/machinery/light/colored/decayed brightness_color = LIGHT_COLOR_DECAYED randomize_color = FALSE icon_state = "tube_decayed_preview" /obj/machinery/light/colored/dying brightness_color = LIGHT_COLOR_DYING randomize_color = FALSE icon_state = "tube_decayed_preview" /obj/machinery/light/colored/decayed/dimmed brightness_power = 0.2 //---- Floor lights /obj/machinery/light/floor name = "floor lighting fixture" icon_state = "floortube_example" base_state = "floortube" desc = "A lighting fixture. This one is set into the floor." layer = ABOVE_TILE_LAYER fitting_has_empty_icon = TRUE fitting_is_on_floor = TRUE /obj/machinery/light/floor/broken status = LIGHT_BROKEN icon_state = "floortube" /obj/machinery/light/floor/maybe_broken maybe_broken = TRUE icon_state = "floortube_maybe_broken_preview" /obj/machinery/light/floor/maybe_broken/decayed brightness_color = LIGHT_COLOR_DECAYED randomize_color = FALSE /obj/machinery/light/floor/maybe_broken maybe_broken = TRUE icon_state = "floortube_maybe_broken" /obj/machinery/light/floor/decayed brightness_color = "#fabd6d" randomize_color = FALSE brightness_power = 0.3 /obj/machinery/light/floor/decayed/brighter brightness_power = 0.45 /obj/machinery/light/floor/decayed/brighter/broken status = LIGHT_BROKEN icon_state = "floortube" //---- Small bulb lights /obj/machinery/light/small icon_state = "bulb_preview" base_state = "bulb" fitting = "bulb" brightness_range = 5 brightness_power = 0.45 brightness_color = LIGHT_COLOR_TUNGSTEN desc = "A small lighting fixture." light_type = /obj/item/light/bulb inserted_light = /obj/item/light/bulb supports_nightmode = FALSE bulb_is_noisy = FALSE /obj/machinery/light/small/broken status = LIGHT_BROKEN icon_state = "bulb_broken_preview" /obj/machinery/light/small/maybe_broken maybe_broken = TRUE icon_state = "bulb_maybe_broken_preview" /obj/machinery/light/small/maybe_broken/decayed brightness_color = LIGHT_COLOR_DECAYED randomize_color = FALSE /obj/machinery/light/small/floor name = "small floor lighting fixture" icon_state = "floor_example" base_state = "floor" desc = "A small lighting fixture. This one is set into the floor." fitting_is_on_floor = TRUE layer = ABOVE_TILE_LAYER /obj/machinery/light/small/floor/emergency icon_state = "floor_emergency" brightness_range = 6 brightness_power = 0.45 brightness_color = LIGHT_COLOR_EMERGENCY_SOFT randomize_color = FALSE /obj/machinery/light/small/emergency icon_state = "bulb_emergency_preview" brightness_range = 6 brightness_power = 0.45 brightness_color = LIGHT_COLOR_EMERGENCY_SOFT randomize_color = FALSE /obj/machinery/light/small/red brightness_range = 2.5 brightness_power = 0.45 brightness_color = LIGHT_COLOR_RED randomize_color = FALSE /obj/machinery/light/small/decayed brightness_range = 6 brightness_power = 0.45 brightness_color = LIGHT_COLOR_DECAYED randomize_color = FALSE