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https://github.com/Bubberstation/Bubberstation.git
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Light Replacer Patches (#75690)
## About The Pull Request Fixes #75686. 1. `/obj/machinery/light/attackby()` checks if it is attacked by a light replacer and `/obj/item/lightreplacer/attackby()` checks if it is attacking a light tube causing the same replace light action to be performed twice and the error message to appear, so i removed the attackby code from the light tube 2. `/obj/structure/floodlight_frame/attackby()` has the same problem as well so i removed it's light replacer attackby code as well. 3. Now only the light replacer checks what target it's attacking in it's `preattack()` & `after_attack()` code. also made sure to return `TRUE` in it's `attackby()` code so it doesn't call `afterattack()`. It also calls it's parent proc 4. did some other code clean such as replacing `can_use()` proc with just `Use()` so it can perform both actions at once ## Changelog 🆑 fix: light replacer displaying error message after it finished replacing the light refactor: merged the `can_use()` proc with the `Use()` proc to perform both actions at once refactor: `/obj/item/lightreplacer/attackby()` returns TRUE to prevent calling it's `after_attack()` code and calls it's parent proc /🆑
This commit is contained in:
@@ -62,46 +62,53 @@
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. = ..()
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. += status_string()
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/obj/item/lightreplacer/pre_attack(atom/target, mob/living/user, params)
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. = ..()
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if(.)
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return
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return do_action(target, user) //if we are attacking a valid target[light, floodlight or turf] stop here
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/obj/item/lightreplacer/attackby(obj/item/insert, mob/user, params)
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. = ..()
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if(istype(insert, /obj/item/stack/sheet/glass))
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var/obj/item/stack/sheet/glass/glass_to_insert = insert
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if(uses >= max_uses)
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to_chat(user, span_warning("[src.name] is full."))
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return
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return TRUE
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else if(glass_to_insert.use(LIGHTBULB_COST))
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add_uses(GLASS_SHEET_USES)
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to_chat(user, span_notice("You insert a piece of glass into \the [src.name]. You have [uses] light\s remaining."))
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return
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return TRUE
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else
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to_chat(user, span_warning("You need one sheet of glass to replace lights!"))
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if(istype(insert, /obj/item/shard))
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if(uses >= max_uses)
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to_chat(user, span_warning("\The [src] is full."))
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return
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return TRUE
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if(!user.temporarilyRemoveItemFromInventory(insert))
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return
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return TRUE
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add_uses(round(GLASS_SHEET_USES*0.75))
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to_chat(user, span_notice("You insert a shard of glass into \the [src]. You have [uses] light\s remaining."))
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qdel(insert)
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return
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return TRUE
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if(istype(insert, /obj/item/light))
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var/obj/item/light/light_to_insert = insert
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if(light_to_insert.status == 0) // LIGHT OKAY
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if(uses < max_uses)
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if(!user.temporarilyRemoveItemFromInventory(insert))
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return
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return TRUE
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add_uses(1)
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qdel(light_to_insert)
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else
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if(!user.temporarilyRemoveItemFromInventory(insert))
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return
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return TRUE
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to_chat(user, span_notice("You insert [light_to_insert] into \the [src]."))
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add_shards(1, user)
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qdel(light_to_insert)
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return
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return TRUE
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if(istype(insert, /obj/item/storage))
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var/obj/item/storage/storage_to_empty = insert
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@@ -127,13 +134,15 @@
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if(!found_lightbulbs)
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to_chat(user, span_warning("\The [storage_to_empty] contains no bulbs."))
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return
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return TRUE
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if(!replaced_something && src.uses == max_uses)
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to_chat(user, span_warning("\The [src] is full!"))
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return
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return TRUE
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to_chat(user, span_notice("You fill \the [src] with lights from \the [storage_to_empty]. " + status_string() + ""))
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return TRUE
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/obj/item/lightreplacer/emag_act()
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if(obj_flags & EMAGGED)
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@@ -161,50 +170,77 @@
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replace_light(target, user)
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to_chat(user, status_string())
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/obj/item/lightreplacer/proc/range_check(atom/destination, mob/user)
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if(destination.z != user.z)
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return
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if(!(destination in view(7, get_turf(user))))
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to_chat(user, span_warning("The \'Out of Range\' light on [src] blinks red."))
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return FALSE
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else
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return TRUE
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/obj/item/lightreplacer/afterattack(atom/target, mob/user, proximity)
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. = ..()
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if(!can_use(user))
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balloon_alert(user, "no more lights!")
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return
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/**
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* return if it has no bluespace capabilities and target is not in proximity OR
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* return if it has bluespace capabilities but the target is not in its Line of sight
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*/
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if((!proximity && !bluespace_toggle) || (bluespace_toggle && !range_check(target, user)))
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return
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/**
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* attempts to fix lights, flood lights & lights on a turf
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* Arguments
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* * target - the target we are trying to fix
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* * user - the mob performing this action
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* returns TRUE if the target was valid[light, floodlight or turf] regardless if any light's were fixed or not
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*/
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/obj/item/lightreplacer/proc/do_action(atom/target, mob/user)
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// if we are attacking an light fixture then replace it directly
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if(istype(target, /obj/machinery/light))
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if(replace_light(target, user) && bluespace_toggle)
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user.Beam(target, icon_state = "rped_upgrade", time = 1 SECONDS)
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playsound(src, 'sound/items/pshoom.ogg', 40, 1)
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return TRUE
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// if we are attacking a floodlight frame finish it
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if(istype(target, /obj/structure/floodlight_frame))
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var/obj/structure/floodlight_frame/frame = target
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if(frame.state == FLOODLIGHT_NEEDS_LIGHTS && Use(user))
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new /obj/machinery/power/floodlight(frame.loc)
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if(bluespace_toggle)
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user.Beam(target, icon_state = "rped_upgrade", time = 1 SECONDS)
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playsound(src, 'sound/items/pshoom.ogg', 40, 1)
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to_chat(user, span_notice("You finish \the [frame] with a light tube."))
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qdel(frame)
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return TRUE
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//attempt to replace all light sources on the turf
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if(isturf(target))
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var/light_replaced = FALSE
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for(var/atom/target_atom in target)
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if(replace_light(target_atom, user))
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light_replaced = TRUE
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if(light_replaced && bluespace_toggle)
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user.Beam(target, icon_state = "rped_upgrade", time = 1 SECONDS)
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playsound(src, 'sound/items/pshoom.ogg', 40, 1)
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return TRUE
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return FALSE
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/obj/item/lightreplacer/afterattack(atom/target, mob/user, proximity)
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. = ..()
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// has no bluespace capabilities
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if(!bluespace_toggle)
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return
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// target not in range
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if(target.z != user.z)
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return
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// target not in view
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if(!(target in view(7, get_turf(user))))
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to_chat(user, span_warning("The \'Out of Range\' light on [src] blinks red."))
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return
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var/light_replaced = FALSE
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for(var/atom/target_atom in target)
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if(replace_light(target_atom, user))
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light_replaced = TRUE
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if(light_replaced && bluespace_toggle)
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user.Beam(target, icon_state = "rped_upgrade", time = 1 SECONDS)
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playsound(src, 'sound/items/pshoom.ogg', 40, 1)
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//replace lights & stuff
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do_action(target, user)
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/obj/item/lightreplacer/proc/status_string()
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return "It has [uses] light\s remaining (plus [bulb_shards] fragment\s)."
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/obj/item/lightreplacer/proc/Use(mob/user)
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if(uses <= 0)
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return FALSE
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playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
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src.add_fingerprint(user)
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add_uses(-1)
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return TRUE
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// Negative numbers will subtract
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/obj/item/lightreplacer/proc/add_uses(amount = 1)
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uses = clamp(uses + amount, 0, max_uses)
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@@ -235,7 +271,7 @@
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to_chat(user, span_warning("There is a working [target.fitting] already inserted!"))
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return FALSE
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//Were all out
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if(!can_use(user))
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if(!Use(user))
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to_chat(user, span_warning("\The [src]'s refill light blinks red."))
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return FALSE
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@@ -244,6 +280,7 @@
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add_shards(1, user)
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target.status = LIGHT_EMPTY
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target.update()
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//create a copy of the light type & copy it's params onto the target
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var/obj/item/light/old_light = new target.light_type()
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target.status = old_light.status
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target.switchcount = old_light.switchcount
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@@ -253,15 +290,11 @@
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target.reagents.add_reagent(/datum/reagent/toxin/plasma, 10)
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target.on = target.has_power()
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target.update()
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//clean up
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qdel(old_light)
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Use(user)
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to_chat(user, span_notice("You replace \the [target.fitting] with \the [src]."))
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return TRUE
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/obj/item/lightreplacer/proc/can_use(mob/living/user)
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src.add_fingerprint(user)
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return uses > 0
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return TRUE
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/obj/item/lightreplacer/cyborg/Initialize(mapload)
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. = ..()
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@@ -117,13 +117,6 @@
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else //A minute of silence for all the accidentally broken light tubes.
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balloon_alert(user, "light tube is broken!")
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return
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if(istype(O, /obj/item/lightreplacer))
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var/obj/item/lightreplacer/L = O
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if(state == FLOODLIGHT_NEEDS_LIGHTS && L.can_use(user))
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L.Use(user)
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new /obj/machinery/power/floodlight(loc)
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qdel(src)
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return
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..()
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/obj/machinery/power/floodlight
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@@ -313,13 +313,6 @@
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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/tool, mob/living/user, params)
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//Light replacer code
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if(istype(tool, /obj/item/lightreplacer))
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var/obj/item/lightreplacer/replacer = tool
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replacer.replace_light(src, user)
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return
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// attempt to insert light
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if(istype(tool, /obj/item/light))
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if(status == LIGHT_OK)
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