diff --git a/code/controllers/subsystem/explosions.dm b/code/controllers/subsystem/explosions.dm index 8809e3772af..20194e66626 100644 --- a/code/controllers/subsystem/explosions.dm +++ b/code/controllers/subsystem/explosions.dm @@ -454,11 +454,6 @@ ADMIN_VERB(check_bomb_impacts, R_DEBUG, "Check Bomb Impact", "See what the effec if(EXPLODE_LIGHT) SSexplosions.lowturf += explode - //SKYRAT EDIT ADDITION - for(var/obj/machinery/light/iterating_light in explode) - iterating_light.start_flickering() - //SKYRAT EDIT END - if(prob(40) && dist < flame_range && !isspaceturf(explode) && !explode.density) flameturf += explode diff --git a/code/modules/power/lighting/light.dm b/code/modules/power/lighting/light.dm index aeeeda62a55..2e626b4a292 100644 --- a/code/modules/power/lighting/light.dm +++ b/code/modules/power/lighting/light.dm @@ -382,10 +382,6 @@ . += span_danger("The [fitting] has been smashed.") if(cell || has_mock_cell) . += span_notice("Its backup power charge meter reads [has_mock_cell ? 100 : round((cell.charge / cell.maxcharge) * 100, 0.1)]%.") - //SKYRAT EDIT ADDITION - if(constant_flickering) - . += span_danger("The lighting ballast appears to be damaged, this could be fixed with a multitool.") - //SKYRAT EDIT END // attack with item - insert light (if right type), otherwise try to break the light diff --git a/modular_skyrat/modules/aesthetics/lights/code/lighting.dm b/modular_skyrat/modules/aesthetics/lights/code/lighting.dm index 837a91840da..1b030798a6c 100644 --- a/modular_skyrat/modules/aesthetics/lights/code/lighting.dm +++ b/modular_skyrat/modules/aesthetics/lights/code/lighting.dm @@ -16,9 +16,6 @@ bulb_major_emergency_brightness_mul = 0.9 var/maploaded = FALSE //So we don't have a lot of stress on startup. var/turning_on = FALSE //More stress stuff. - var/constant_flickering = FALSE // Are we always flickering? - var/flicker_timer = null - var/roundstart_flicker = FALSE /obj/machinery/light/proc/delayed_turn_on(trigger, play_sound = TRUE, color_set, power_set, brightness_set) if(QDELETED(src)) @@ -39,57 +36,10 @@ if(play_sound) playsound(src.loc, 'modular_skyrat/modules/aesthetics/lights/sound/light_on.ogg', 65, 1) -/obj/machinery/light/proc/start_flickering() - on = FALSE - update(FALSE, TRUE, FALSE) - - constant_flickering = TRUE - - flicker_timer = addtimer(CALLBACK(src, PROC_REF(flicker_on)), rand(0.5 SECONDS, 1 SECONDS)) - -/obj/machinery/light/proc/stop_flickering() - constant_flickering = FALSE - - if(flicker_timer) - deltimer(flicker_timer) - flicker_timer = null - - set_on(has_power()) - -/obj/machinery/light/proc/alter_flicker(enable = TRUE) - if(!constant_flickering) - return - if(has_power()) - on = enable - update(FALSE, TRUE, FALSE) - -/obj/machinery/light/proc/flicker_on() - alter_flicker(TRUE) - flicker_timer = addtimer(CALLBACK(src, PROC_REF(flicker_off)), rand(0.5 SECONDS, 1 SECONDS)) - -/obj/machinery/light/proc/flicker_off() - alter_flicker(FALSE) - flicker_timer = addtimer(CALLBACK(src, PROC_REF(flicker_on)), rand(0.5 SECONDS, 5 SECONDS)) - /obj/machinery/light/Initialize(mapload = TRUE) . = ..() if(on) maploaded = TRUE - if(roundstart_flicker) - start_flickering() - -/obj/machinery/light/multitool_act(mob/living/user, obj/item/multitool) - if(!constant_flickering) - balloon_alert(user, "ballast is already working!") - return ITEM_INTERACT_SUCCESS - - balloon_alert(user, "repairing the ballast...") - if(do_after(user, 2 SECONDS, src)) - stop_flickering() - balloon_alert(user, "ballast repaired!") - return ITEM_INTERACT_SUCCESS - return ..() - #undef NIGHTSHIFT_LIGHT_MODIFIER #undef NIGHTSHIFT_COLOR_MODIFIER diff --git a/modular_skyrat/modules/decay_subsystem/code/decaySS.dm b/modular_skyrat/modules/decay_subsystem/code/decaySS.dm index dca88ded38e..abd4e65316e 100644 --- a/modular_skyrat/modules/decay_subsystem/code/decaySS.dm +++ b/modular_skyrat/modules/decay_subsystem/code/decaySS.dm @@ -15,8 +15,6 @@ These procs are incredibly expensive and should only really be run once. That's #define NEST_PERCENT_CHANCE 1 -#define LIGHT_FLICKER_PERCENT_CHANCE 10 - SUBSYSTEM_DEF(decay) name = "Decay System" flags = SS_NO_FIRE @@ -120,10 +118,6 @@ SUBSYSTEM_DEF(decay) if(!iterating_floor.Enter(spawned_spawner)) qdel(spawned_spawner) - for(var/obj/machinery/light/iterating_light in iterating_maintenance) - if(prob(LIGHT_FLICKER_PERCENT_CHANCE)) - iterating_light.start_flickering() - /datum/controller/subsystem/decay/proc/do_engineering() for(var/area/station/engineering/iterating_engineering in possible_areas) for(var/turf/open/iterating_floor in iterating_engineering) @@ -152,7 +146,3 @@ SUBSYSTEM_DEF(decay) if(!iterating_floor.Enter(spawned_vomit)) qdel(spawned_vomit) - if(is_type_in_list(iterating_medical, list(/area/station/medical/coldroom, /area/station/medical/morgue, /area/station/medical/psychology))) - for(var/obj/machinery/light/iterating_light in iterating_medical) - if(prob(LIGHT_FLICKER_PERCENT_CHANCE)) - iterating_light.start_flickering()