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[MIRROR] Color standardization, vars moved, and signals (#194)
* Color standardization, vars moved, and signals (#52574) Defined all the existing light_color values. Moved their definitions to colors.dm Made white the default color. It was so already, but that was very obscured. Moved the atom light-related variables to the atom definition. Wrapped changes to variables such as light_color into procs that report the event through signals. Moved the light_on variable to the atom level, also adding a signal for its changing, to represent toggling lights. Cleaned up a little bit of code in where new variables were defined before redefinitions. This is all atomization to reduce changes in #52413 None of this affect gameplay at all, it's all code cleaning and refactoring. There's more colors to standardize, a search for color = will find lots of targets, and I see little need to have both the LIGHT_COLOR and COLOR patterns, but I don't want to make this PR bigger than it already is. * Color standardization, vars moved, and signals Co-authored-by: Rohesie <rohesie@gmail.com>
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@@ -16,14 +16,17 @@
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usesound = list('sound/items/welder.ogg', 'sound/items/welder2.ogg')
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drop_sound = 'sound/items/handling/weldingtool_drop.ogg'
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pickup_sound = 'sound/items/handling/weldingtool_pickup.ogg'
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var/acti_sound = 'sound/items/welderactivate.ogg'
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var/deac_sound = 'sound/items/welderdeactivate.ogg'
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light_color = LIGHT_COLOR_FIRE
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throw_speed = 3
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throw_range = 5
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w_class = WEIGHT_CLASS_SMALL
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
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resistance_flags = FIRE_PROOF
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heat = 3800
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tool_behaviour = TOOL_WELDER
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toolspeed = 1
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wound_bonus = 10
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bare_wound_bonus = 15
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custom_materials = list(/datum/material/iron=70, /datum/material/glass=30)
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var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2)
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var/status = TRUE //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
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@@ -32,11 +35,8 @@
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var/can_off_process = 0
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var/light_intensity = 2 //how powerful the emitted light is when used.
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var/burned_fuel_for = 0 //when fuel was last removed
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heat = 3800
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tool_behaviour = TOOL_WELDER
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toolspeed = 1
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wound_bonus = 10
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bare_wound_bonus = 15
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var/acti_sound = 'sound/items/welderactivate.ogg'
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var/deac_sound = 'sound/items/welderdeactivate.ogg'
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/obj/item/weldingtool/Initialize()
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. = ..()
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@@ -358,11 +358,11 @@
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inhand_icon_state = "exwelder"
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max_fuel = 40
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custom_materials = list(/datum/material/iron=70, /datum/material/glass=120)
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var/last_gen = 0
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change_icons = 0
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can_off_process = 1
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light_intensity = 1
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toolspeed = 0.5
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var/last_gen = 0
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var/nextrefueltick = 0
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/obj/item/weldingtool/experimental/process()
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@@ -52,7 +52,7 @@
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/obj/item/wrench/medical/suicide_act(mob/living/user)
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user.visible_message("<span class='suicide'>[user] is praying to the medical wrench to take [user.p_their()] soul. It looks like [user.p_theyre()] trying to commit suicide!</span>")
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user.Stun(100, ignore_canstun = TRUE)// Stun stops them from wandering off
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user.light_color = "#FAE48E"
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user.set_light_color(COLOR_VERY_SOFT_YELLOW)
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user.set_light(2)
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user.add_overlay(mutable_appearance('icons/effects/genetics.dmi', "servitude", -MUTATIONS_LAYER))
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playsound(loc, 'sound/effects/pray.ogg', 50, TRUE, -1)
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