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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
tweaks a bunch of lighting values. reduces the amount of light_power values greater than 1
This commit is contained in:
@@ -74,5 +74,12 @@
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#define LIGHT_COLOR_TUNGSTEN "#FAE1AF" //Extremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175)
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#define LIGHT_COLOR_HALOGEN "#F0FAFA" //Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)
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//Lighting values used by the station lights
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#define LIGHT_COLOR_FLUORESCENT_TUBE "#E0EFFF"
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#define LIGHT_COLOR_FLUORESCENT_FLASHLIGHT "#CDDDFF"
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#define LIGHT_COLOR_INCANDESCENT_TUBE "#FFEEDD"
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#define LIGHT_COLOR_INCANDESCENT_BULB "#FFDDBB"
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#define LIGHT_COLOR_INCANDESCENT_FLASHLIGHT "#FFCC66"
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//Fake ambient occlusion filter
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#define AMBIENT_OCCLUSION filter(type="drop_shadow", x=0, y=-2, size=4, border=4, color="#04080FAA")
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@@ -322,7 +322,7 @@
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icon_state = "alarm1"
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new_color = "#DA0205"
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set_light(l_range = 2, l_power = 0.5, l_color = new_color)
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set_light(l_range = 2, l_power = 0.25, l_color = new_color)
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/obj/machinery/alarm/receive_signal(datum/signal/signal)
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if(stat & (NOPOWER|BROKEN))
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@@ -838,14 +838,14 @@ FIRE ALARM
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else
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if(!detecting)
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icon_state = "fire1"
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set_light(l_range = 4, l_power = 2, l_color = "#ff0000")
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set_light(l_range = 4, l_power = 0.9, l_color = "#ff0000")
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else
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icon_state = "fire0"
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switch(seclevel)
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if("green") set_light(l_range = 2, l_power = 0.5, l_color = "#00ff00")
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if("blue") set_light(l_range = 2, l_power = 0.5, l_color = "#1024A9")
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if("red") set_light(l_range = 4, l_power = 2, l_color = "#ff0000")
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if("delta") set_light(l_range = 4, l_power = 2, l_color = "#FF6633")
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if("green") set_light(l_range = 2, l_power = 0.25, l_color = "#00ff00")
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if("blue") set_light(l_range = 2, l_power = 0.25, l_color = "#1024A9")
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if("red") set_light(l_range = 4, l_power = 0.9, l_color = "#ff0000")
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if("delta") set_light(l_range = 4, l_power = 0.9, l_color = "#FF6633")
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add_overlay("overlay_[seclevel]")
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/obj/machinery/firealarm/fire_act(datum/gas_mixture/air, temperature, volume)
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@@ -16,8 +16,8 @@ var/list/floor_light_cache = list()
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var/on
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var/damaged
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var/default_light_range = 4
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var/default_light_power = 2
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var/default_light_colour = "#FFFFFF"
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var/default_light_power = 0.75
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var/default_light_colour = LIGHT_COLOR_INCANDESCENT_BULB
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/obj/machinery/floor_light/prebuilt
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anchored = 1
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@@ -154,4 +154,4 @@ var/list/floor_light_cache = list()
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/obj/machinery/floor_light/cultify()
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default_light_colour = "#FF0000"
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update_brightness()
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update_brightness()
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@@ -10,6 +10,8 @@
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action_button_name = "Toggle Flashlight"
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var/on = 0
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var/brightness_on = 4 //luminosity when on
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var/flashlight_power = 0.8 //lighting power when on
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var/flashlight_colour = LIGHT_COLOR_INCANDESCENT_FLASHLIGHT //lighting colour when on
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var/obj/item/weapon/cell/cell
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var/cell_type = /obj/item/weapon/cell/device
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var/list/brightness_levels
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@@ -71,11 +73,11 @@
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icon_state = "[initial(icon_state)]-on"
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if(brightness_level == "low")
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set_light(brightness_on/2)
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set_light(brightness_on/2, flashlight_power*0.75, flashlight_colour)
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else if(brightness_level == "high")
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set_light(brightness_on*1.5)
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set_light(brightness_on*1.5, flashlight_power*1.1, flashlight_colour)
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else
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set_light(brightness_on)
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set_light(brightness_on, flashlight_power, flashlight_colour)
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else
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icon_state = "[initial(icon_state)]"
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@@ -267,6 +269,7 @@
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name = "maglight"
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desc = "A very, very heavy duty flashlight."
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icon_state = "maglight"
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flashlight_colour = LIGHT_COLOR_FLUORESCENT_FLASHLIGHT
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force = 10
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flags = CONDUCT
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slot_flags = SLOT_BELT
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@@ -303,7 +306,7 @@
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desc = "A classic green-shaded desk lamp."
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icon_state = "lampgreen"
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brightness_on = 5
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light_color = "#FFC58F"
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flashlight_colour = "#FFC58F"
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/obj/item/device/flashlight/lamp/verb/toggle_light()
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set name = "Toggle light"
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@@ -320,8 +323,8 @@
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desc = "A red standard-issue flare. There are instructions on the side reading 'pull cord, make light'."
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w_class = ITEMSIZE_SMALL
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brightness_on = 8 // Pretty bright.
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light_power = 3
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light_color = LIGHT_COLOR_FLARE
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flashlight_power = 0.8
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flashlight_colour = LIGHT_COLOR_FLARE
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icon_state = "flare"
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item_state = "flare"
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action_button_name = null //just pull it manually, neckbeard.
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@@ -383,8 +386,8 @@
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desc = "A green military-grade glowstick."
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w_class = ITEMSIZE_SMALL
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brightness_on = 4
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light_power = 2
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light_color = "#49F37C"
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flashlight_power = 0.9
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flashlight_colour = "#49F37C"
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icon_state = "glowstick"
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item_state = "glowstick"
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var/fuel = 0
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@@ -422,28 +425,28 @@
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/obj/item/device/flashlight/glowstick/red
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name = "red glowstick"
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desc = "A red military-grade glowstick."
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light_color = "#FC0F29"
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flashlight_colour = "#FC0F29"
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icon_state = "glowstick_red"
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item_state = "glowstick_red"
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/obj/item/device/flashlight/glowstick/blue
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name = "blue glowstick"
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desc = "A blue military-grade glowstick."
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light_color = "#599DFF"
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flashlight_colour = "#599DFF"
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icon_state = "glowstick_blue"
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item_state = "glowstick_blue"
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/obj/item/device/flashlight/glowstick/orange
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name = "orange glowstick"
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desc = "A orange military-grade glowstick."
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light_color = "#FA7C0B"
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flashlight_colour = "#FA7C0B"
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icon_state = "glowstick_orange"
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item_state = "glowstick_orange"
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/obj/item/device/flashlight/glowstick/yellow
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name = "yellow glowstick"
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desc = "A yellow military-grade glowstick."
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light_color = "#FEF923"
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flashlight_colour = "#FEF923"
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icon_state = "glowstick_yellow"
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item_state = "glowstick_yellow"
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@@ -454,7 +457,7 @@
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icon = 'icons/obj/lighting.dmi'
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icon_state = "floor1" //not a slime extract sprite but... something close enough!
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item_state = "slime"
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light_color = "#FFF423"
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flashlight_colour = "#FFF423"
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w_class = ITEMSIZE_TINY
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brightness_on = 6
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on = 1 //Bio-luminesence has one setting, on.
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@@ -462,7 +465,7 @@
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/obj/item/device/flashlight/slime/New()
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..()
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set_light(brightness_on)
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set_light(brightness_on, flashlight_power, flashlight_colour)
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/obj/item/device/flashlight/slime/update_icon()
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return
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@@ -83,7 +83,7 @@ var/list/marker_beacon_colors = list(
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// layer = BELOW_OPEN_DOOR_LAYER
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anchored = TRUE
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light_range = 2
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light_power = 3
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light_power = 0.8
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var/remove_speed = 15
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var/picked_color
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@@ -197,7 +197,7 @@
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desc = "This is an unusual plant. It's bulbous ends emit a soft blue light."
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icon_state = "plant-09"
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light_range = 2
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light_power = 1
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light_power = 0.6
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light_color = "#33CCFF"
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/obj/structure/flora/pottedplant/orientaltree
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@@ -255,7 +255,7 @@
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desc = "This is a subterranean plant. It's bulbous ends glow faintly."
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icon_state = "plant-20"
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light_range = 2
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light_power = 1
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light_power = 0.6
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light_color = "#FF6633"
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/obj/structure/flora/pottedplant/minitree
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@@ -301,7 +301,7 @@
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desc = "This is a subterranean plant. It's bulbous ends glow faintly."
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icon_state = "glowplant"
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light_range = 2
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light_power = 1
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light_power = 0.6
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light_color = "#FF6633"
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/obj/structure/flora/sif/subterranean/initialize()
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@@ -315,4 +315,4 @@
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/obj/structure/flora/sif/eyes/initialize()
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icon_state = "[initial(icon_state)][rand(1,3)]"
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. = ..()
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. = ..()
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@@ -181,7 +181,7 @@
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/turf/simulated/shuttle/floor/alien
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icon_state = "alienpod1"
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light_range = 3
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light_power = 3
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light_power = 0.6
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light_color = "#66ffff" // Bright cyan.
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block_tele = TRUE
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@@ -253,4 +253,4 @@
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/turf/simulated/shuttle/floor/voidcraft/external/dark
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/turf/simulated/shuttle/floor/voidcraft/external/light
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/turf/simulated/shuttle/floor/voidcraft/external/light
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@@ -118,7 +118,7 @@
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icon_state = "alien"
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base_state = "alien"
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light_range = 3
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light_power = 3
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light_power = 0.75
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light_color = "#ff0066" // Pink-ish
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block_tele = TRUE // Will be used for dungeons so this is needed to stop cheesing with handteles.
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@@ -346,7 +346,7 @@
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if(update & 3)
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if(update_state & UPDATE_BLUESCREEN)
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set_light(l_range = 2, l_power = 0.5, l_color = "#0000FF")
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set_light(l_range = 2, l_power = 0.25, l_color = "#0000FF")
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else if(!(stat & (BROKEN|MAINT)) && update_state & UPDATE_ALLGOOD)
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var/color
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switch(charging)
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@@ -356,7 +356,7 @@
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color = "#A8B0F8"
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if(2)
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color = "#82FF4C"
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set_light(l_range = 2, l_power = 0.5, l_color = color)
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set_light(l_range = 2, l_power = 0.25, l_color = color)
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else
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set_light(0)
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@@ -165,8 +165,8 @@
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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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var/on = 0 // 1 if on, 0 if off
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var/brightness_range = 6 // luminosity when on, also used in power calculation
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var/brightness_power = 3
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var/brightness_color = null
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var/brightness_power = 0.8
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var/brightness_color = LIGHT_COLOR_INCANDESCENT_TUBE
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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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@@ -183,8 +183,7 @@
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base_state = "bulb"
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fitting = "bulb"
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brightness_range = 4
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brightness_power = 2
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brightness_color = "#FFF4E5"
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brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
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desc = "A small lighting fixture."
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light_type = /obj/item/weapon/light/bulb
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@@ -193,17 +192,15 @@
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base_state = "flamp"
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fitting = "bulb"
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brightness_range = 5
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brightness_power = 2
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plane = OBJ_PLANE
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layer = OBJ_LAYER
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brightness_color = "#FFF4E5"
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brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
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desc = "A floor lamp."
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light_type = /obj/item/weapon/light/bulb
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var/lamp_shade = 1
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/obj/machinery/light/small/emergency
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brightness_range = 4
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brightness_power = 2
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brightness_color = "#da0205"
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/obj/machinery/light/spot
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@@ -211,7 +208,7 @@
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fitting = "large tube"
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light_type = /obj/item/weapon/light/tube/large
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brightness_range = 12
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brightness_power = 4
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brightness_power = 0.9
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/obj/machinery/light/built/New()
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status = LIGHT_EMPTY
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@@ -716,8 +713,8 @@
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matter = list(DEFAULT_WALL_MATERIAL = 60)
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var/rigged = 0 // true if rigged to explode
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var/brightness_range = 2 //how much light it gives off
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var/brightness_power = 1
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var/brightness_color = null
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var/brightness_power = 0.8
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var/brightness_color = LIGHT_COLOR_INCANDESCENT_TUBE
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/obj/item/weapon/light/tube
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name = "light tube"
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@@ -727,13 +724,12 @@
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item_state = "c_tube"
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matter = list("glass" = 100)
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brightness_range = 8
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brightness_power = 3
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/obj/item/weapon/light/tube/large
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w_class = ITEMSIZE_SMALL
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name = "large light tube"
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brightness_range = 15
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brightness_power = 4
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brightness_power = 0.9
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/obj/item/weapon/light/bulb
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name = "light bulb"
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@@ -743,8 +739,7 @@
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item_state = "contvapour"
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matter = list("glass" = 100)
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brightness_range = 5
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brightness_power = 2
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brightness_color = "#a0a080"
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brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
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/obj/item/weapon/light/throw_impact(atom/hit_atom)
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..()
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@@ -758,7 +753,6 @@
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item_state = "egg4"
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matter = list("glass" = 100)
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brightness_range = 5
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brightness_power = 2
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// update the icon state and description of the light
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@@ -834,4 +828,4 @@
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desc = "A lamp shade for a lamp."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "lampshade"
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w_class = ITEMSIZE_TINY
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w_class = ITEMSIZE_TINY
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