// the light switch // can have multiple per area // can also operate on non-loc area through "otherarea" var /obj/machinery/light_switch name = "light switch" desc = "It turns lights on and off. What are you, simple?" icon = 'icons/obj/power.dmi' icon_state = "light1" anchored = 1.0 var/on = 1 var/area/area = null var/otherarea = null // luminosity = 1 /obj/machinery/light_switch/New() ..() spawn(5) src.area = get_area(src) if(otherarea) src.area = locate(text2path("/area/[otherarea]")) if(!name) name = "light switch ([area.name])" src.on = src.area.lightswitch updateicon() /obj/machinery/light_switch/proc/updateicon() if(stat & NOPOWER) icon_state = "light-p" else icon_state = "light[on]" /obj/machinery/light_switch/examine(mob/user) if(..(user, 1)) user << "A light switch. It is [on? "on" : "off"]." /obj/machinery/light_switch/attack_hand(mob/user) on = !on area.lightswitch = on area.updateicon() for(var/obj/machinery/light_switch/L in area) L.on = on L.updateicon() area.power_change() /obj/machinery/light_switch/power_change() if(!otherarea) if(powered(LIGHT)) stat &= ~NOPOWER else stat |= NOPOWER updateicon() /obj/machinery/light_switch/emp_act(severity) if(stat & (BROKEN|NOPOWER)) ..(severity) return power_change() ..(severity)