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Bubberstation/code/game/objects/effects/misc.dm
Rohesie 6ff08e1c69 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.
2020-08-04 13:59:48 +12:00

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//The effect when you wrap a dead body in gift wrap
/obj/effect/spresent
name = "strange present"
desc = "It's a ... present?"
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "strangepresent"
density = TRUE
anchored = FALSE
/obj/effect/beam
name = "beam"
var/def_zone
pass_flags = PASSTABLE
/obj/effect/beam/singularity_act()
return
/obj/effect/beam/singularity_pull()
return
/obj/effect/spawner
name = "object spawner"
/obj/effect/list_container
name = "list container"
/obj/effect/list_container/mobl
name = "mobl"
var/master = null
var/list/container = list( )
/obj/effect/overlay/thermite
name = "thermite"
desc = "Looks hot."
icon = 'icons/effects/fire.dmi'
icon_state = "2" //what?
anchored = TRUE
opacity = TRUE
density = TRUE
layer = FLY_LAYER
/obj/effect/supplypod_selector
icon_state = "supplypod_selector"
layer = FLY_LAYER
//Makes a tile fully lit no matter what
/obj/effect/fullbright
icon = 'icons/effects/alphacolors.dmi'
icon_state = "white"
plane = LIGHTING_PLANE
layer = LIGHTING_LAYER
blend_mode = BLEND_ADD
/obj/effect/abstract/marker
name = "marker"
icon = 'icons/effects/effects.dmi'
anchored = TRUE
icon_state = "wave3"
layer = RIPPLE_LAYER
/obj/effect/abstract/marker/Initialize(mapload)
. = ..()
GLOB.all_abstract_markers += src
/obj/effect/abstract/marker/Destroy()
GLOB.all_abstract_markers -= src
. = ..()
/obj/effect/abstract/marker/at
name = "active turf marker"
/obj/effect/dummy/lighting_obj
name = "lighting fx obj"
desc = "Tell a coder if you're seeing this."
icon_state = "nothing"
light_range = MINIMUM_USEFUL_LIGHT_RANGE
light_color = COLOR_WHITE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/dummy/lighting_obj/Initialize(mapload, _color, _range, _power, _duration)
. = ..()
set_light(_range ? _range : light_range, _power ? _power : light_power, _color ? _color : light_color)
if(_duration)
QDEL_IN(src, _duration)
/obj/effect/dummy/lighting_obj/moblight
name = "mob lighting fx"
/obj/effect/dummy/lighting_obj/moblight/Initialize(mapload, _color, _range, _power, _duration)
. = ..()
if(!ismob(loc))
return INITIALIZE_HINT_QDEL