mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 15:42:35 +00:00
Fixes #3790 Fixes #3792 Fixes #3788 Also hopefully fixes the tcomms foyer turret control, since it turned out to be in the same area as turrets. Also swaps two doors in research sublevel anomaly lab. EDIT: Shifted burning chamber gas injector in sublevel toxins one pixel down to make it look better. Also made light bulbs the right colour. Sorry for that. EDIT 2: Fixes #3806 by moving a no smoking sign and putting air alarm on it's place.
821 lines
23 KiB
Plaintext
821 lines
23 KiB
Plaintext
// The lighting system
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//
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// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/weapon/light)
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#define LIGHTING_POWER_FACTOR 40 //20W per unit luminosity
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#define LIGHT_BULB_TEMPERATURE 400 //K - used value for a 60W bulb
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/obj/machinery/light_construct
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name = "light fixture frame"
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desc = "A light fixture under construction."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "tube-construct-stage1"
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anchored = 1
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layer = 5
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var/stage = 1
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var/fixture_type = "tube"
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var/sheets_refunded = 2
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var/obj/machinery/light/newlight = null
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/obj/machinery/light_construct/New()
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..()
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if (fixture_type == "bulb")
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icon_state = "bulb-construct-stage1"
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/obj/machinery/light_construct/examine(mob/user)
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if(!..(user, 2))
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return
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switch(src.stage)
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if(1)
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user << "It's an empty frame."
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return
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if(2)
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user << "It's wired."
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return
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if(3)
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user << "The casing is closed."
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return
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/obj/machinery/light_construct/attackby(obj/item/weapon/W as obj, mob/user as mob)
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src.add_fingerprint(user)
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if (iswrench(W))
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if (src.stage == 1)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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usr << "You begin deconstructing [src]."
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if (!do_after(usr, 30))
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return
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new /obj/item/stack/material/steel( get_turf(src.loc), sheets_refunded )
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user.visible_message("[user.name] deconstructs [src].", \
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"You deconstruct [src].", "You hear a noise.")
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 75, 1)
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qdel(src)
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if (src.stage == 2)
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usr << "You have to remove the wires first."
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return
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if (src.stage == 3)
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usr << "You have to unscrew the case first."
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return
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if(iswirecutter(W))
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if (src.stage != 2) return
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src.stage = 1
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switch(fixture_type)
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if ("tube")
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src.icon_state = "tube-construct-stage1"
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if("bulb")
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src.icon_state = "bulb-construct-stage1"
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new /obj/item/stack/cable_coil(get_turf(src.loc), 1, "red")
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user.visible_message("[user.name] removes the wiring from [src].", \
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"You remove the wiring from [src].", "You hear a noise.")
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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return
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if(iscoil(W))
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if (src.stage != 1) return
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var/obj/item/stack/cable_coil/coil = W
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if (coil.use(1))
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switch(fixture_type)
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if ("tube")
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src.icon_state = "tube-construct-stage2"
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if("bulb")
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src.icon_state = "bulb-construct-stage2"
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src.stage = 2
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user.visible_message("[user.name] adds wires to [src].", \
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"You add wires to [src].")
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return
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if(isscrewdriver(W))
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if (src.stage == 2)
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switch(fixture_type)
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if("tube")
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src.icon_state = "tube_empty"
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if("bulb")
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src.icon_state = "bulb_empty"
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src.stage = 3
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user.visible_message("[user.name] closes [src]'s casing.", \
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"You close [src]'s casing.", "You hear a noise.")
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
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switch(fixture_type)
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if("tube")
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newlight = new /obj/machinery/light/built(src.loc)
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if("bulb")
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newlight = new /obj/machinery/light/small/built(src.loc)
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newlight.dir = src.dir
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src.transfer_fingerprints_to(newlight)
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qdel(src)
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return
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..()
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/obj/machinery/light_construct/small
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name = "small light fixture frame"
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desc = "A small light fixture under construction."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "bulb-construct-stage1"
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anchored = 1
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layer = 5
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stage = 1
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fixture_type = "bulb"
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sheets_refunded = 1
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// the standard tube light fixture
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/obj/machinery/light
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name = "light fixture"
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icon = 'icons/obj/lighting.dmi'
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var/base_state = "tube" // base description and icon_state
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icon_state = "tube_empty"
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desc = "A lighting fixture."
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anchored = 1
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layer = 5 // They were appearing under mobs which is a little weird - Ostaf
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use_power = 2
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idle_power_usage = 2
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active_power_usage = 20
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power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
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gfi_layer_rotation = GFI_ROTATION_DEFDIR
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var/on = 0 // 1 if on, 0 if off
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var/on_gs = 0
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var/brightness_range = 8 // luminosity when on, also used in power calculation
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var/brightness_power = 0.8
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var/night_brightness_range = 6
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var/night_brightness_power = 0.6
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var/supports_nightmode = TRUE
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var/nightmode = FALSE
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var/brightness_color = LIGHT_COLOR_HALOGEN
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uv_intensity = 255
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var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
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var/flickering = 0
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var/light_type = /obj/item/weapon/light/tube // the type of light item
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var/obj/item/weapon/light/inserted_light = /obj/item/weapon/light/tube
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var/fitting = "tube"
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var/switchcount = 0 // count of number of times switched on/off
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// this is used to calc the probability the light burns out
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var/rigged = 0 // true if rigged to explode
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// the smaller bulb light fixture
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/obj/machinery/light/small
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icon_state = "bulb1"
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base_state = "bulb"
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fitting = "bulb"
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brightness_range = 5
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brightness_power = 0.75
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brightness_color = LIGHT_COLOR_TUNGSTEN
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desc = "A small lighting fixture."
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light_type = /obj/item/weapon/light/bulb
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inserted_light = /obj/item/weapon/light/bulb
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supports_nightmode = FALSE
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/obj/machinery/light/small/emergency
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brightness_range = 6
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brightness_power = 1
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brightness_color = "#FA8282"//"#FF0000"
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/obj/machinery/light/small/red
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brightness_range = 2.5
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brightness_power = 1
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brightness_color = LIGHT_COLOR_RED
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/obj/machinery/light/spot
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name = "spotlight"
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fitting = "large tube"
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light_type = /obj/item/weapon/light/tube/large
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inserted_light = /obj/item/weapon/light/tube/large
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brightness_range = 12
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brightness_power = 4
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supports_nightmode = FALSE
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/obj/machinery/light/built/Initialize()
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status = LIGHT_EMPTY
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. = ..()
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/obj/machinery/light/small/built/Initialize()
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status = LIGHT_EMPTY
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. = ..()
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// create a new lighting fixture
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/obj/machinery/light/Initialize(mapload)
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. = ..()
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on = has_power()
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if (mapload && loc && !(z in config.admin_levels))
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switch(fitting)
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if("tube")
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if(prob(2))
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broken(1)
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if("bulb")
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if(prob(5))
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broken(1)
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update(0)
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/obj/machinery/light/update_icon()
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cut_overlays()
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icon_state = "[base_state]_empty"
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switch(status) // set icon_states
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if(LIGHT_OK)
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var/image/I = image(icon, "[base_state][on]")
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I.color = brightness_color
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add_overlay(I)
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if (supports_nightmode && nightmode && on)
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color = "#d2d2d2"
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else
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color = null
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if(LIGHT_EMPTY)
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on = 0
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if(LIGHT_BURNED)
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var/image/I = image(icon, "[base_state]_burned")
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I.color = brightness_color
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add_overlay(I)
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on = 0
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if(LIGHT_BROKEN)
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var/image/I = image(icon, "[base_state]_broken")
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I.color = brightness_color
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add_overlay(I)
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on = 0
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if (!on)
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color = null
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// update the icon_state and luminosity of the light depending on its state
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/obj/machinery/light/proc/update(var/trigger = 1)
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update_icon()
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if(on)
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if (check_update())
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switchcount++
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if(rigged)
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if(status == LIGHT_OK && trigger)
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log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]")
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message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]")
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explode()
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else if( prob( min(60, switchcount*switchcount*0.01) ) )
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if(status == LIGHT_OK && trigger)
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status = LIGHT_BURNED
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cut_overlays()
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var/image/I = image(icon, "[base_state]_burned")
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I.color = brightness_color
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add_overlay(I)
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on = 0
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set_light(0)
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else
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use_power = 2
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active_power_usage = light_range * LIGHTING_POWER_FACTOR
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if (supports_nightmode && nightmode)
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set_light(night_brightness_range, night_brightness_power, brightness_color)
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else
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set_light(brightness_range, brightness_power, brightness_color)
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else
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use_power = 1
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set_light(0)
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active_power_usage = ((light_range * light_power) * 10)
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if(on != on_gs)
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on_gs = on
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/obj/machinery/light/proc/check_update()
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if (supports_nightmode && nightmode)
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return light_range != night_brightness_range || light_power != night_brightness_power || light_color != brightness_color
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else
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return light_range != brightness_range || light_power != brightness_power || light_color != brightness_color
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/obj/machinery/light/attack_generic(var/mob/user, var/damage)
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if(!damage)
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return
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if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
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user << "That object is useless to you."
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return
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if(!(status == LIGHT_OK||status == LIGHT_BURNED))
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return
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visible_message("<span class='danger'>[user] smashes the light!</span>")
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user.do_attack_animation(src)
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broken()
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return 1
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// attempt to set the light's on/off status
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// will not switch on if broken/burned/empty
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/obj/machinery/light/proc/seton(var/s)
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on = (s && status == LIGHT_OK)
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update()
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// examine verb
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/obj/machinery/light/examine(mob/user)
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switch(status)
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if(LIGHT_OK)
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user << "[desc] It is turned [on? "on" : "off"]."
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if(LIGHT_EMPTY)
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user << "[desc] The [fitting] has been removed."
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if(LIGHT_BURNED)
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user << "[desc] The [fitting] is burnt out."
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if(LIGHT_BROKEN)
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user << "[desc] The [fitting] has been smashed."
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// attack with item - insert light (if right type), otherwise try to break the light
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/obj/machinery/light/attackby(obj/item/W, mob/user)
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//Light replacer code
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if(istype(W, /obj/item/device/lightreplacer))
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var/obj/item/device/lightreplacer/LR = W
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if(isliving(user))
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var/mob/living/U = user
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LR.ReplaceLight(src, U)
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return
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// attempt to insert light
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if(istype(W, /obj/item/weapon/light))
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if(status != LIGHT_EMPTY)
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user << "There is a [fitting] already inserted."
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return
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else
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src.add_fingerprint(user)
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var/obj/item/weapon/light/L = W
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if(istype(L, light_type))
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status = L.status
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user << "You insert the [L.name]."
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switchcount = L.switchcount
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rigged = L.rigged
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brightness_range = L.brightness_range
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brightness_power = L.brightness_power
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brightness_color = L.brightness_color
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inserted_light = L.type
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on = has_power()
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update()
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user.drop_item() //drop the item to update overlays and such
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qdel(L)
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if(on && rigged)
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log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]")
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message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]")
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explode()
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else
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user << "This type of light requires a [fitting]."
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return
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// attempt to break the light
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//If xenos decide they want to smash a light bulb with a toolbox, who am I to stop them? /N
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else if(status != LIGHT_BROKEN && status != LIGHT_EMPTY)
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if(prob(1+W.force * 5))
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user << "You hit the light, and it smashes!"
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for(var/mob/M in viewers(src))
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if(M == user)
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continue
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M.show_message("[user.name] smashes the light!", 3, "You hear a tinkle of breaking glass", 2)
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if(on && (W.flags & CONDUCT))
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//if(!user.mutations & COLD_RESISTANCE)
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if (prob(12))
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electrocute_mob(user, get_area(src), src, 0.3)
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broken()
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else
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user << "You hit the light!"
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// attempt to stick weapon into light socket
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else if(status == LIGHT_EMPTY)
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if(isscrewdriver(W)) //If it's a screwdriver open it.
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
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user.visible_message("[user.name] opens [src]'s casing.", \
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"You open [src]'s casing.", "You hear a noise.")
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var/obj/machinery/light_construct/newlight = null
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switch(fitting)
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if("tube")
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newlight = new /obj/machinery/light_construct(src.loc)
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newlight.icon_state = "tube-construct-stage2"
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if("bulb")
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newlight = new /obj/machinery/light_construct/small(src.loc)
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newlight.icon_state = "bulb-construct-stage2"
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newlight.dir = src.dir
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newlight.stage = 2
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newlight.fingerprints = src.fingerprints
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newlight.fingerprintshidden = src.fingerprintshidden
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newlight.fingerprintslast = src.fingerprintslast
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qdel(src)
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return
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user << "You stick \the [W] into the light socket!"
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if(has_power() && (W.flags & CONDUCT))
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spark(src, 3)
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//if(!user.mutations & COLD_RESISTANCE)
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if (prob(75))
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electrocute_mob(user, get_area(src), src, rand(0.7,1.0))
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// returns whether this light has power
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// true if area has power and lightswitch is on
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/obj/machinery/light/proc/has_power()
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var/area/A = get_area(src)
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return A && A.lightswitch && (!A.requires_power || A.power_light)
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/obj/machinery/light/proc/flicker(amount = rand(10,20))
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set waitfor = FALSE
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if (flickering || !on || status != LIGHT_OK)
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return
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flickering = TRUE
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var/offset = 1
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var/thecallback = CALLBACK(src, .proc/handle_flicker)
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for (var/i = 0; i < amount; i++)
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addtimer(thecallback, offset)
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offset += rand(5, 15)
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playsound(src.loc, 'sound/effects/light_flicker.ogg', 75, 1)
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addtimer(CALLBACK(src, .proc/end_flicker), offset)
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/obj/machinery/light/proc/handle_flicker()
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if (status == LIGHT_OK)
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on = !on
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update(FALSE)
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/obj/machinery/light/proc/end_flicker()
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on = (status == LIGHT_OK)
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update(FALSE)
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flickering = FALSE
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// ai attack - make lights flicker, because why not
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/obj/machinery/light/attack_ai(mob/user)
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src.flicker(1)
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return
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// attack with hand - remove tube/bulb
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// if hands aren't protected and the light is on, burn the player
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/obj/machinery/light/attack_hand(mob/user)
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add_fingerprint(user)
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if(status == LIGHT_EMPTY)
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user << "There is no [fitting] in this light."
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return
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if(istype(user,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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if(H.species.can_shred(H))
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for(var/mob/M in viewers(src))
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M.show_message("<span class='warning'>[user.name] smashed the light!</span>", 3, "You hear a tinkle of breaking glass", 2)
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broken()
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return
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// make it burn hands if not wearing fire-insulated gloves
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if(on)
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var/prot = 0
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var/mob/living/carbon/human/H = user
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if(istype(H))
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if(H.species.heat_level_1 > LIGHT_BULB_TEMPERATURE)
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prot = 1
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else if(H.gloves)
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var/obj/item/clothing/gloves/G = H.gloves
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if(G.max_heat_protection_temperature)
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if(G.max_heat_protection_temperature > LIGHT_BULB_TEMPERATURE)
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prot = 1
|
|
else
|
|
prot = 1
|
|
|
|
if(prot > 0 || (COLD_RESISTANCE in user.mutations))
|
|
user << "You remove the light [fitting]"
|
|
else if(TK in user.mutations)
|
|
user << "You telekinetically remove the light [fitting]."
|
|
else
|
|
user << "You try to remove the light [fitting], but it's too hot and you don't want to burn your hand."
|
|
return // if burned, don't remove the light
|
|
else
|
|
user << "You remove the light [fitting]."
|
|
|
|
// create a light tube/bulb item and put it in the user's hand
|
|
var/obj/item/weapon/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
|
|
|
|
inserted_light = null
|
|
|
|
status = LIGHT_EMPTY
|
|
update()
|
|
|
|
|
|
/obj/machinery/light/attack_tk(mob/user)
|
|
if(status == LIGHT_EMPTY)
|
|
user << "There is no [fitting] in this light."
|
|
return
|
|
|
|
user << "You telekinetically remove the light [fitting]."
|
|
// create a light tube/bulb item and put it in the user's hand
|
|
var/obj/item/weapon/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.loc = 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(var/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/Glasshit.ogg', 75, 1)
|
|
if(on)
|
|
spark(src, 3)
|
|
status = LIGHT_BROKEN
|
|
update()
|
|
if (!skip_sound_and_sparks)
|
|
CHECK_TICK // For lights-out events.
|
|
|
|
/obj/machinery/light/proc/fix()
|
|
if(status == LIGHT_OK)
|
|
return
|
|
status = LIGHT_OK
|
|
on = 1
|
|
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))
|
|
broken()
|
|
if(3.0)
|
|
if (prob(50))
|
|
broken()
|
|
return
|
|
|
|
// called when area power state changes
|
|
/obj/machinery/light/power_change()
|
|
addtimer(CALLBACK(src, .proc/handle_power_change), 10, TIMER_UNIQUE)
|
|
|
|
/obj/machinery/light/proc/handle_power_change()
|
|
seton(has_power())
|
|
|
|
// called when on fire
|
|
|
|
/obj/machinery/light/fire_act(datum/gas_mixture/air, 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)
|
|
|
|
// Sets the light being output by a light tube or other static source
|
|
// Non or negative inputs will reset to default
|
|
/obj/machinery/light/proc/set_light_source(var/range = 0, var/power = 0, var/color = "")
|
|
if (range > 0 && isnum(range))
|
|
brightness_range = round(range)
|
|
else
|
|
brightness_range = initial(brightness_range)
|
|
|
|
if (power > 0 && isnum(power))
|
|
brightness_power = round(power)
|
|
else
|
|
brightness_power = initial(brightness_power)
|
|
|
|
if (color && !isnull(sanitize_hexcolor(color, null)))
|
|
brightness_color = color
|
|
else
|
|
brightness_color = initial(brightness_color)
|
|
|
|
// the light item
|
|
// can be tube or bulb subtypes
|
|
// will fit into empty /obj/machinery/light of the corresponding type
|
|
|
|
/obj/item/weapon/light
|
|
icon = 'icons/obj/lighting.dmi'
|
|
force = 2
|
|
throwforce = 5
|
|
w_class = 1
|
|
matter = list(DEFAULT_WALL_MATERIAL = 60)
|
|
var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
|
|
var/switchcount = 0 // number of times switched
|
|
var/rigged = 0 // true if rigged to explode
|
|
var/brightness_range = 2 //how much light it gives off
|
|
var/brightness_power = 1
|
|
var/brightness_color = LIGHT_COLOR_HALOGEN
|
|
var/lighttype = null
|
|
var/randomize_range = TRUE
|
|
|
|
/obj/item/weapon/light/tube
|
|
name = "light tube"
|
|
desc = "A replacement light tube."
|
|
icon_state = "ltube_preset"//preset state for mapping
|
|
item_state = "c_tube"
|
|
matter = list("glass" = 100)
|
|
brightness_range = 8
|
|
brightness_power = 0.8
|
|
lighttype = "tube"
|
|
|
|
/obj/item/weapon/light/tube/colored/red
|
|
name = "red light tube"
|
|
brightness_color = LIGHT_COLOR_SCARLET
|
|
|
|
/obj/item/weapon/light/tube/colored/green
|
|
name = "green light tube"
|
|
brightness_color = LIGHT_COLOR_GREEN
|
|
|
|
/obj/item/weapon/light/tube/colored/blue
|
|
name = "blue light tube"
|
|
brightness_color = LIGHT_COLOR_BLUE
|
|
|
|
/obj/item/weapon/light/tube/colored/magenta
|
|
name = "magenta light tube"
|
|
brightness_color = LIGHT_COLOR_VIOLET
|
|
|
|
/obj/item/weapon/light/tube/colored/yellow
|
|
name = "yellow light tube"
|
|
brightness_color = LIGHT_COLOR_YELLOW
|
|
|
|
/obj/item/weapon/light/tube/colored/cyan
|
|
name = "cyan light tube"
|
|
brightness_color = LIGHT_COLOR_CYAN
|
|
|
|
/obj/item/weapon/light/tube/large
|
|
w_class = 2
|
|
name = "large light tube"
|
|
brightness_range = 15
|
|
brightness_power = 6
|
|
randomize_range = FALSE
|
|
|
|
/obj/item/weapon/light/bulb
|
|
name = "light bulb"
|
|
desc = "A replacement light bulb."
|
|
icon_state = "lbulb_preset"//preset state for mapping
|
|
item_state = "contvapour"
|
|
matter = list("glass" = 100)
|
|
brightness_range = 5
|
|
brightness_power = 0.75
|
|
brightness_color = LIGHT_COLOR_TUNGSTEN
|
|
lighttype = "bulb"
|
|
|
|
/obj/item/weapon/light/bulb/colored/red
|
|
name = "red light bulb"
|
|
brightness_color = LIGHT_COLOR_SCARLET
|
|
|
|
/obj/item/weapon/light/bulb/colored/green
|
|
name = "green light bulb"
|
|
brightness_color = LIGHT_COLOR_GREEN
|
|
|
|
/obj/item/weapon/light/bulb/colored/blue
|
|
name = "blue light bulb"
|
|
brightness_color = LIGHT_COLOR_BLUE
|
|
|
|
/obj/item/weapon/light/bulb/colored/magenta
|
|
name = "magenta light bulb"
|
|
brightness_color = LIGHT_COLOR_VIOLET
|
|
|
|
/obj/item/weapon/light/bulb/colored/yellow
|
|
name = "yellow light bulb"
|
|
brightness_color = LIGHT_COLOR_YELLOW
|
|
|
|
/obj/item/weapon/light/bulb/colored/cyan
|
|
name = "cyan light bulb"
|
|
brightness_color = LIGHT_COLOR_CYAN
|
|
|
|
/obj/item/weapon/light/throw_impact(atom/hit_atom)
|
|
..()
|
|
shatter()
|
|
|
|
/obj/item/weapon/light/bulb/fire
|
|
name = "fire bulb"
|
|
desc = "A replacement fire bulb."
|
|
icon_state = "flight"
|
|
item_state = "egg4"
|
|
matter = list("glass" = 100)
|
|
brightness_range = 8
|
|
brightness_power = 0.8
|
|
randomize_range = FALSE
|
|
|
|
/obj/item/weapon/light/Initialize()
|
|
. = ..()
|
|
if(randomize_range)
|
|
switch(lighttype)
|
|
if("tube")
|
|
brightness_range = rand(6,9)
|
|
if("bulb")
|
|
brightness_range = rand(4,6)
|
|
update()
|
|
|
|
// update the icon state and description of the light
|
|
/obj/item/weapon/light/proc/update()
|
|
cut_overlays()
|
|
switch(status)
|
|
if(LIGHT_OK)
|
|
icon_state = "l[lighttype]_attachment"
|
|
var/image/I = image(icon, "l[lighttype]")
|
|
I.color = brightness_color
|
|
add_overlay(I)
|
|
desc = "A replacement [name]."
|
|
if(LIGHT_BURNED)
|
|
icon_state = "l[lighttype]_attachment"
|
|
var/image/I = image(icon, "l[lighttype]_burned")
|
|
I.color = brightness_color
|
|
add_overlay(I)
|
|
desc = "A burnt-out [name]."
|
|
if(LIGHT_BROKEN)
|
|
icon_state = "l[lighttype]_attachment_broken"
|
|
var/image/I = image(icon, "l[lighttype]_broken")
|
|
I.color = brightness_color
|
|
add_overlay(I)
|
|
desc = "A broken [name]."
|
|
|
|
// attack bulb/tube with object
|
|
// if a syringe, can inject phoron to make it explode
|
|
/obj/item/weapon/light/attackby(var/obj/item/I, var/mob/user)
|
|
..()
|
|
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
|
|
var/obj/item/weapon/reagent_containers/syringe/S = I
|
|
|
|
user << "You inject the solution into the [src]."
|
|
|
|
if(S.reagents.has_reagent("phoron", 5))
|
|
|
|
log_admin("LOG: [user.name] ([user.ckey]) injected a light with phoron, rigging it to explode.",ckey=key_name(user))
|
|
message_admins("LOG: [user.name] ([user.ckey]) injected a light with phoron, rigging it to explode.")
|
|
|
|
rigged = 1
|
|
|
|
S.reagents.clear_reagents()
|
|
else
|
|
..()
|
|
return
|
|
|
|
// called after an attack with a light item
|
|
// shatter light, unless it was an attempt to put it in a light socket
|
|
// now only shatter if the intent was harm
|
|
|
|
/obj/item/weapon/light/afterattack(atom/target, mob/user, proximity)
|
|
if(!proximity) return
|
|
if(istype(target, /obj/machinery/light))
|
|
return
|
|
if(user.a_intent != I_HURT)
|
|
return
|
|
|
|
shatter()
|
|
|
|
/obj/item/weapon/light/proc/shatter()
|
|
if(status == LIGHT_OK || status == LIGHT_BURNED)
|
|
src.visible_message("<span class='warning'>[name] shatters.</span>","<span class='warning'>You hear a small glass object shatter.</span>")
|
|
status = LIGHT_BROKEN
|
|
force = 5
|
|
sharp = 1
|
|
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
|
|
update()
|