mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
690 lines
18 KiB
Plaintext
690 lines
18 KiB
Plaintext
// The lighting system
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//
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// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/weapon/light)
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// status values shared between lighting fixtures and items
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#define LIGHT_OK 0
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#define LIGHT_EMPTY 1
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#define LIGHT_BROKEN 2
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#define LIGHT_BURNED 3
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// the standard tube light fixture
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/obj/machinery/light
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name = "light fixture"
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icon = 'lighting.dmi'
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var/base_state = "tube" // base description and icon_state
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icon_state = "tube1"
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desc = "A lighting fixture."
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anchored = 1
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layer = 5 // They were appearing under mobs which is a little weird - Ostaf
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use_power = 2
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idle_power_usage = 2
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active_power_usage = 20
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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/on_gs = 0
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var/brightness = 8 // luminosity when on, also used in power calculation
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var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
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var/light_type = /obj/item/weapon/light/tube // the type of light item
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var/fitting = "tube"
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var/switchcount = 0 // count of number of times switched on/off
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// this is used to calc the probability the light burns out
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var/rigged = 0 // true if rigged to explode
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// the smaller bulb light fixture
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/obj/machinery/light/small
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icon_state = "bulb1"
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base_state = "bulb"
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fitting = "bulb"
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brightness = 3
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desc = "A small lighting fixture."
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light_type = /obj/item/weapon/light/bulb
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/obj/machinery/light/spot
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name = "spotlight"
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fitting = "large tube"
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light_type = /obj/item/weapon/light/tube/large
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brightness = 15
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// the desk lamp
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/obj/machinery/light/lamp
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name = "desk lamp"
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icon_state = "lamp1"
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base_state = "lamp"
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fitting = "bulb"
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brightness = 7
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desc = "A desk lamp"
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light_type = /obj/item/weapon/light/bulb
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var/switchon = 0 // independent switching for lamps - not controlled by area lightswitch
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// green-shaded desk lamp
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/obj/machinery/light/lamp/green
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icon_state = "green1"
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base_state = "green"
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desc = "A green-shaded desk lamp"
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// create a new lighting fixture
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/obj/machinery/light/New()
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..()
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spawn(2)
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switch(fitting)
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if("tube")
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if(src.loc && src.loc.loc && isarea(src.loc.loc))
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var/area/A = src.loc.loc
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brightness = A.area_lights_luminosity
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else
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brightness = rand(6,9)
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if(prob(10))
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broken(1)
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if("bulb")
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brightness = 3
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if(prob(25))
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broken(1)
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spawn(1)
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update()
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/obj/machinery/light/Del()
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var/area/A = get_area(src)
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if(A)
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on = 0
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// A.update_lights()
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..()
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// update the icon_state and luminosity of the light depending on its state
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/obj/machinery/light/proc/update()
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switch(status) // set icon_states
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if(LIGHT_OK)
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icon_state = "[base_state][on]"
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if(LIGHT_EMPTY)
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icon_state = "[base_state]-empty"
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on = 0
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if(LIGHT_BURNED)
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icon_state = "[base_state]-burned"
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on = 0
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if(LIGHT_BROKEN)
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icon_state = "[base_state]-broken"
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on = 0
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if(!on)
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use_power = 1
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else
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use_power = 2
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var/oldlum = luminosity
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//luminosity = on * brightness
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sd_SetLuminosity(on * brightness) // *DAL*
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// if the state changed, inc the switching counter
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if(oldlum != luminosity)
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switchcount++
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// now check to see if the bulb is burned out
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if(status == LIGHT_OK)
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if(on && rigged)
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explode()
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if( prob( min(60, switchcount*switchcount*0.01) ) )
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status = LIGHT_BURNED
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icon_state = "[base_state]-burned"
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on = 0
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sd_SetLuminosity(0)
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active_power_usage = (luminosity * 20)
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if(on != on_gs)
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on_gs = on
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// var/area/A = get_area(src)
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// if(A)
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// A.update_lights()
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// attempt to set the light's on/off status
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// will not switch on if broken/burned/empty
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/obj/machinery/light/proc/seton(var/s)
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on = (s && status == LIGHT_OK)
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update()
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// examine verb
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/obj/machinery/light/examine()
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set src in oview(1)
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if(usr && !usr.stat)
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switch(status)
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if(LIGHT_OK)
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usr << "[desc] It is turned [on? "on" : "off"]."
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if(LIGHT_EMPTY)
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usr << "[desc] The [fitting] has been removed."
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if(LIGHT_BURNED)
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usr << "[desc] The [fitting] is burnt out."
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if(LIGHT_BROKEN)
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usr << "[desc] The [fitting] has been smashed."
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// attack with item - insert light (if right type), otherwise try to break the light
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/obj/machinery/light/attackby(obj/item/W, mob/user)
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// attempt to insert light
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if(istype(W, /obj/item/weapon/light))
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if(status != LIGHT_EMPTY)
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user << "There is a [fitting] already inserted."
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return
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else
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src.add_fingerprint(user)
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var/obj/item/weapon/light/L = W
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if(istype(L, light_type))
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status = L.status
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user << "You insert the [L.name]."
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switchcount = L.switchcount
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rigged = L.rigged
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brightness = L.brightness
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del(L)
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on = has_power()
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update()
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user.update_clothing()
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if(on && rigged)
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explode()
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else
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user << "This type of light requires a [fitting]."
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return
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// attempt to take light apart
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else if(istype(W, /obj/item/weapon/wirecutters))
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if(status == LIGHT_EMPTY)
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playsound(src.loc, 'Wirecutter.ogg', 100, 1)
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var/turf/T = get_turf(user)
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user.visible_message("[user] cuts the light's wiring.", "You start to cut the light's wiring.")
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sleep(40)
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if(get_turf(user) == T)
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usr << "\blue You cut the light's wiring."
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var/obj/structure/light_frame/F = new(loc)
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F.anchored = 1
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F.name = "Secured Light Fixture Frame"
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F.dir = dir
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F.light_type = type
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F.icon_state = icon_state
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del(src)
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else
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user << "\blue You need to remove the [fitting] first!"
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// attempt to break the light
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//If xenos decide they want to smash a light bulb with a toolbox, who am I to stop them? /N
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else if(status != LIGHT_BROKEN && status != LIGHT_EMPTY)
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if(prob(1+W.force * 5))
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user << "You hit the light, and it smashes!"
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for(var/mob/M in viewers(src))
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if(M == user)
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continue
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M.show_message("[user.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2)
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if(on && (W.flags & CONDUCT))
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//if(!user.mutations & COLD_RESISTANCE)
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if (prob(12))
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electrocute_mob(user, get_area(src), src, 0.3)
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broken()
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else
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user << "You hit the light!"
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// attempt to stick weapon into light socket
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else if(status == LIGHT_EMPTY)
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user << "You stick \the [W] into the light socket!"
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if(has_power() && (W.flags & CONDUCT))
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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//if(!user.mutations & COLD_RESISTANCE)
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if (prob(75))
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electrocute_mob(user, get_area(src), src, rand(0.7,1.0))
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// returns whether this light has power
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// true if area has power and lightswitch is on
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/obj/machinery/light/proc/has_power()
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var/area/A = src.loc.loc
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return A.master.lightswitch && A.master.power_light
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// ai attack - do nothing
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/obj/machinery/light/attack_ai(mob/user)
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return
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// Aliens smash the bulb but do not get electrocuted./N
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/obj/machinery/light/attack_alien(mob/living/carbon/alien/humanoid/user)//So larva don't go breaking light bulbs.
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if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
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user << "\green That object is useless to you."
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return
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else if (status == LIGHT_OK||status == LIGHT_BURNED)
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for(var/mob/M in viewers(src))
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M.show_message("\red [user.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2)
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broken()
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return
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// attack with hand - remove tube/bulb
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// if hands aren't protected and the light is on, burn the player
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/obj/machinery/light/attack_hand(mob/user)
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add_fingerprint(user)
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if(status == LIGHT_EMPTY)
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user << "There is no [fitting] in this light."
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return
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// make it burn hands if not wearing fire-insulated gloves
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if(on)
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var/prot = 0
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var/mob/living/carbon/human/H = user
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if(istype(H))
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if(H.gloves)
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var/obj/item/clothing/gloves/G = H.gloves
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prot = (G.heat_transfer_coefficient < 0.5) // *** TODO: better handling of glove heat protection
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else
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prot = 1
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if(prot > 0 || (user.mutations & COLD_RESISTANCE))
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user << "You remove the light [fitting]"
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else
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user << "You try to remove the light [fitting], but you burn your hand on it!"
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var/datum/organ/external/affecting = H.get_organ("[user.hand ? "l" : "r" ]_arm")
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affecting.take_damage( 0, 5 ) // 5 burn damage
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H.updatehealth()
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H.UpdateDamageIcon()
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return // if burned, don't remove the light
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// create a light tube/bulb item and put it in the user's hand
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var/obj/item/weapon/light/L = new light_type()
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L.status = status
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L.rigged = rigged
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L.brightness = src.brightness
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L.loc = usr
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L.layer = 20
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if(user.hand)
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user.l_hand = L
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else
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user.r_hand = L
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// light item inherits the switchcount, then zero it
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L.switchcount = switchcount
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switchcount = 0
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L.update()
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L.add_fingerprint(user)
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status = LIGHT_EMPTY
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update()
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user.update_clothing()
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// break the light and make sparks if was on
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/obj/machinery/light/proc/broken(var/skip_sound_and_sparks = 0)
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if(status == LIGHT_EMPTY)
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return
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if(!skip_sound_and_sparks)
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if(status == LIGHT_OK || status == LIGHT_BURNED)
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playsound(src.loc, 'Glasshit.ogg', 75, 1)
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if(on)
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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status = LIGHT_BROKEN
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update()
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// explosion effect
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// destroy the whole light fixture or just shatter it
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/obj/machinery/light/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(75))
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broken()
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if(3.0)
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if (prob(50))
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broken()
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return
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//blob effect
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/obj/machinery/light/blob_act()
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if(prob(75))
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broken()
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// timed process
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// use power
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#define LIGHTING_POWER_FACTOR 20 //20W per unit luminosity
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/obj/machinery/light/process()
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return
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// if(on)
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// use_power(luminosity * LIGHTING_POWER_FACTOR, LIGHT)
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// called when area power state changes
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/obj/machinery/light/power_change()
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spawn(rand(0,15))
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var/area/A = src.loc.loc
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A = A.master
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seton(A.lightswitch && A.power_light)
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// called when on fire
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/obj/machinery/light/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(prob(max(0, exposed_temperature - 673))) //0% at <400C, 100% at >500C
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broken()
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// explode the light
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/obj/machinery/light/proc/explode()
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var/turf/T = get_turf(src.loc)
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spawn(0)
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broken() // break it first to give a warning
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sleep(2)
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explosion(T, 0, 1, 2, 2)
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sleep(1)
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del(src)
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// special handling for desk lamps
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// if attack with hand, only "grab" attacks are an attempt to remove bulb
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// otherwise, switch the lamp on/off
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/obj/machinery/light/lamp/attack_hand(mob/user)
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if(user.a_intent == "grab")
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..() // do standard hand attack
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else
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switchon = !switchon
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user << "You switch [switchon ? "on" : "off"] the [name]."
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seton(switchon && powered(LIGHT))
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// called when area power state changes
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// override since lamp does not use area lightswitch
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/obj/machinery/light/lamp/power_change()
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spawn(rand(0,15))
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var/area/A = src.loc.loc
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A = A.master
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seton(switchon && A.power_light)
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// returns whether this lamp has power
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// true if area has power and lamp switch is on
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/obj/machinery/light/lamp/has_power()
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var/area/A = src.loc.loc
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return switchon && A.master.power_light
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// the light item
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// can be tube or bulb subtypes
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// will fit into empty /obj/machinery/light of the corresponding type
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/obj/item/weapon/light
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icon = 'lighting.dmi'
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flags = FPRINT | TABLEPASS
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force = 2
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throwforce = 5
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w_class = 2
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var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
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var/base_state
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var/switchcount = 0 // number of times switched
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m_amt = 60
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var/rigged = 0 // true if rigged to explode
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var/brightness = 2 //how much light it gives off
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var/repair_state = 0
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/obj/item/weapon/light/tube
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name = "light tube"
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desc = "A replacement light tube."
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icon_state = "ltube"
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base_state = "ltube"
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item_state = "c_tube"
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g_amt = 200
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brightness = 8
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large
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name = "large light tube"
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brightness = 15
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/obj/item/weapon/light/bulb
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name = "light bulb"
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desc = "A replacement light bulb."
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icon_state = "lbulb"
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base_state = "lbulb"
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item_state = "contvapour"
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g_amt = 100
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brightness = 5
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// update the icon state and description of the light
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/obj/item/weapon/light
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proc/update()
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switch(status)
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if(LIGHT_OK)
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icon_state = base_state
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desc = "A replacement [name]."
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if(LIGHT_BURNED)
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icon_state = "[base_state]-burned"
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desc = "A burnt-out [name]."
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if(repair_state == 1)
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desc += " It has some wires hanging out."
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if(LIGHT_BROKEN)
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icon_state = "[base_state]-broken"
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desc = "A broken [name]."
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if(repair_state == 1)
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desc += " It has some wires hanging out."
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else if(repair_state == 2)
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desc += " It has had new wires put in."
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/obj/item/weapon/light/New()
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..()
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switch(name)
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if("light tube")
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brightness = rand(6,9)
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if("light bulb")
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brightness = rand(4,6)
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update()
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// attack bulb/tube with object
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// if a syringe, can inject plasma to make it explode
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// also repairing them with wire and screwdriver
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// and glass if it's broken
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/obj/item/weapon/light/attackby(var/obj/item/I, var/mob/user)
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if(istype(I, /obj/item/weapon/reagent_containers/syringe))
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var/obj/item/weapon/reagent_containers/syringe/S = I
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user << "You inject the solution into the [src]."
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if(S.reagents.has_reagent("plasma", 5))
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rigged = 1
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S.reagents.clear_reagents()
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return
|
|
if(status != 0)
|
|
if(istype(I, /obj/item/weapon/cable_coil) && repair_state == 0)
|
|
user << "You put some new wiring into the [src]."
|
|
I:use(1)
|
|
repair_state = 1
|
|
update()
|
|
return
|
|
if(istype(I, /obj/item/weapon/screwdriver) && repair_state == 1)
|
|
user << "You attach the new wiring."
|
|
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
|
|
if(status == LIGHT_BURNED)
|
|
repair_state = 0
|
|
status = LIGHT_OK
|
|
else
|
|
repair_state = 2
|
|
update()
|
|
return
|
|
if(istype(I, /obj/item/stack/sheet/glass) && status == LIGHT_BROKEN)
|
|
user << "You repair the glass of the [src]." //this is worded terribly
|
|
I:use(1)
|
|
force = 2 //because breaking it changes the force, this changes it back
|
|
if(repair_state == 2)
|
|
repair_state = 0
|
|
status = LIGHT_OK
|
|
else
|
|
status = LIGHT_BURNED
|
|
update()
|
|
return
|
|
..()
|
|
return
|
|
|
|
// called after an attack with a light item
|
|
// shatter light, unless it was an attempt to put it in a light socket
|
|
// now only shatter if the intent was harm
|
|
|
|
/obj/item/weapon/light/afterattack(atom/target, mob/user)
|
|
if(istype(target, /obj/machinery/light))
|
|
return
|
|
if(user.a_intent != "hurt")
|
|
return
|
|
|
|
if(status == LIGHT_OK || status == LIGHT_BURNED)
|
|
user << "The [name] shatters!"
|
|
status = LIGHT_BROKEN
|
|
force = 5
|
|
playsound(src.loc, 'Glasshit.ogg', 75, 1)
|
|
update()
|
|
|
|
|
|
|
|
// a box of replacement light items
|
|
|
|
/obj/item/weapon/storage/lightbox
|
|
name = "replacement bulbs"
|
|
icon = 'storage.dmi'
|
|
icon_state = "light"
|
|
item_state = "syringe_kit"
|
|
|
|
/obj/item/weapon/storage/lightbox/bulbs/New()
|
|
..()
|
|
new /obj/item/weapon/light/bulb(src)
|
|
new /obj/item/weapon/light/bulb(src)
|
|
new /obj/item/weapon/light/bulb(src)
|
|
|
|
new /obj/item/weapon/light/bulb(src)
|
|
new /obj/item/weapon/light/bulb(src)
|
|
new /obj/item/weapon/light/bulb(src)
|
|
|
|
/obj/item/weapon/storage/lightbox/tubes
|
|
name = "replacement tubes"
|
|
icon_state = "lighttube"
|
|
|
|
/obj/item/weapon/storage/lightbox/tubes/New()
|
|
..()
|
|
new /obj/item/weapon/light/tube(src)
|
|
new /obj/item/weapon/light/tube(src)
|
|
new /obj/item/weapon/light/tube(src)
|
|
|
|
new /obj/item/weapon/light/tube(src)
|
|
new /obj/item/weapon/light/tube(src)
|
|
new /obj/item/weapon/light/tube(src)
|
|
|
|
/obj/structure/light_frame
|
|
name = "Light Fixture Frame"
|
|
icon = 'lighting.dmi'
|
|
icon_state = "tube-empty"
|
|
desc = "A lighting fixture frame."
|
|
anchored = 0
|
|
layer = 5
|
|
var/light_type = /obj/machinery/light
|
|
var/wired = 0
|
|
m_amt = 1000
|
|
|
|
/obj/structure/light_frame/small
|
|
light_type = /obj/machinery/light/small
|
|
icon_state = "bulb-empty"
|
|
|
|
/obj/structure/light_frame/lamp
|
|
light_type = /obj/machinery/light/lamp
|
|
icon_state = "lamp-empty"
|
|
|
|
/obj/structure/light_frame/attackby(obj/item/W, mob/user)
|
|
if(istype(W, /obj/item/weapon/wrench) && !anchored)
|
|
playsound(src.loc, 'Ratchet.ogg', 100, 1)
|
|
var/turf/T = get_turf(user)
|
|
user.visible_message("[user] secures the light fixture.", "You start to secure the light fixture.")
|
|
sleep(40)
|
|
if(get_turf(user) == T)
|
|
usr << "\blue You secure the light fixture."
|
|
anchored = 1
|
|
name = "Secured Light Fixture Frame"
|
|
else if(istype(W, /obj/item/weapon/wrench) && anchored)
|
|
playsound(src.loc, 'Ratchet.ogg', 100, 1)
|
|
var/turf/T = get_turf(user)
|
|
user.visible_message("[user] unsecures the light fixture.", "You start to unsecure the light fixture.")
|
|
sleep(40)
|
|
if(get_turf(user) == T)
|
|
usr << "\blue You unsecure the light fixture."
|
|
anchored = 0
|
|
name = "Light Fixture Frame"
|
|
else if(istype(W, /obj/item/weapon/cable_coil) && anchored)
|
|
var/turf/T = get_turf(user)
|
|
user.visible_message("[user] wires the light fixture.", "You start to wire the light fixture.")
|
|
sleep(40)
|
|
if(get_turf(user) == T)
|
|
var/obj/item/weapon/cable_coil/C = W
|
|
C.use(1)
|
|
usr << "\blue You wire the light fixture."
|
|
var/obj/machinery/light/L = new light_type(loc)
|
|
L.dir = dir
|
|
L.status = LIGHT_EMPTY
|
|
L.update()
|
|
del(src)
|
|
else if(istype(W, /obj/item/weapon/screwdriver) && !anchored)
|
|
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
|
|
usr << "\blue You take apart the light fixture."
|
|
new /obj/item/stack/sheet/metal(loc)
|
|
del(src)
|
|
else
|
|
..()
|
|
|
|
/obj/structure/light_frame/verb/rotate()
|
|
set name = "Rotate Light"
|
|
set category = "Object"
|
|
set src in oview(1)
|
|
|
|
if (src.anchored)
|
|
usr << "It is fastened to the wall; therefore, you can't rotate it!"
|
|
return 0
|
|
|
|
src.dir = turn(src.dir, 90)
|
|
return
|