// I hate the way macros look stupid standing near lights. I don't care how absurd this looks. /obj/machinery/light_construct layer = BELOW_MOB_LAYER /obj/machinery/light layer = BELOW_MOB_LAYER //Vorestation addition, to override the New() proc further below, since this is a lamp. /obj/machinery/light/flamp/New() ..() layer = initial(layer) // create a new lighting fixture /obj/machinery/light/New() ..() //Vorestation addition, so large mobs stop looking stupid in front of lights. if (dir == SOUTH) // Lights are backwards, SOUTH lights face north (they are on south wall) layer = ABOVE_MOB_LAYER // Wall tube lights /obj/item/weapon/light/tube brightness_range = 6 brightness_power = 1 nightshift_range = 6 nightshift_power = 0.45 // Big tubes, unused I think /obj/item/weapon/light/tube/large brightness_range = 8 brightness_power = 2 nightshift_range = 8 nightshift_power = 1 // Small wall lights /obj/item/weapon/light/bulb brightness_range = 4 brightness_power = 1 nightshift_range = 4 nightshift_power = 0.45 // Floor lamps /obj/item/weapon/light/bulb/large brightness_range = 6 brightness_power = 1 nightshift_range = 6 nightshift_power = 0.45 // Floor tube lights /obj/machinery/light/floortube icon_state = "floortube1" base_state = "floortube" desc = "A tube light set into a floor fixture." shows_alerts = FALSE plane = TURF_PLANE layer = ABOVE_TURF_LAYER construct_type = /obj/machinery/light_construct/floortube /obj/machinery/light/floortube/flicker auto_flicker = TRUE /obj/machinery/light_construct/floortube name = "floor light fixture frame" desc = "A floor light fixture under construction." icon = 'icons/obj/lighting_vr.dmi' icon_state = "floortube-construct-stage1" stage = 1 anchored = FALSE fixture_type = /obj/machinery/light/floortube sheets_refunded = 2 /obj/machinery/light_construct/floortube/verb/rotate_clockwise() set name = "Rotate Fixture Clockwise" set category = "Object" set src in view(1) if (usr.stat || usr.restrained() || anchored) return src.set_dir(turn(src.dir, 270)) /obj/machinery/light_construct/floortube/update_icon() switch(stage) if(1) icon_state = "floortube-construct-stage1" if(2) icon_state = "floortube-construct-stage2" if(3) icon_state = "floortube-empty" // Big Flamp /obj/machinery/light/bigfloorlamp icon = 'icons/obj/lighting32x64.dmi' icon_state = "big_flamp1" base_state = "big_flamp" desc = "A set of tube lights on a raised, solid fixture" shows_alerts = FALSE density = TRUE anchored = TRUE plane = MOB_PLANE layer = ABOVE_MOB_LAYER construct_type = /obj/machinery/light_construct/bigfloorlamp /obj/machinery/light/bigfloorlamp/flicker auto_flicker = TRUE /obj/machinery/light_construct/bigfloorlamp name = "big floor light fixture frame" desc = "A big floor light fixture under construction." icon = 'icons/obj/lighting32x64.dmi' icon_state = "big_flamp-construct-stage1" stage = 1 anchored = FALSE fixture_type = /obj/machinery/light/bigfloorlamp sheets_refunded = 3 /obj/machinery/light_construct/bigfloorlamp/update_icon() switch(stage) if(1) icon_state = "big_flamp-construct-stage1" if(2) icon_state = "big_flamp-construct-stage2" if(3) icon_state = "big_flamp-empty"