mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Co-authored-by: Will <7099514+Willburd@users.noreply.github.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
1216 lines
35 KiB
Plaintext
1216 lines
35 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/light)
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// status values shared between lighting fixtures and items
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#define LIGHT_BULB_TEMPERATURE 400 //K - used value for a 60W bulb
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#define LIGHTING_POWER_FACTOR 2 //5W per luminosity * range //VOREStation Edit: why the fuck are lights eating so much power, 2W per thing
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#define LIGHT_EMERGENCY_POWER_USE 0.2 //How much power emergency lights will consume per tick
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var/global/list/light_type_cache = list()
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/proc/get_light_type_instance(var/light_type)
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. = light_type_cache[light_type]
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if(!.)
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. = new light_type
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light_type_cache[light_type] = .
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/obj/machinery/light_construct
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name = "light fixture frame"
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desc = "A light fixture under construction."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "tube-construct-stage1"
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anchored = TRUE
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plane = MOB_PLANE
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layer = ABOVE_MOB_LAYER
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var/stage = 1
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var/fixture_type = /obj/machinery/light
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var/sheets_refunded = 2
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var/obj/machinery/light/newlight = null
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var/obj/item/cell/cell = null
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var/cell_connectors = TRUE
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/obj/machinery/light_construct/Initialize(mapload, var/newdir, var/building = 0, var/datum/frame/frame_types/frame_type, var/obj/machinery/light/fixture = null)
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. = ..()
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if(fixture)
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fixture_type = fixture.type
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fixture.transfer_fingerprints_to(src)
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set_dir(fixture.dir)
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stage = 2
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else if(newdir)
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set_dir(newdir)
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update_icon()
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/obj/machinery/light_construct/update_icon()
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switch(stage)
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if(1)
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icon_state = "tube-construct-stage1"
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if(2)
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icon_state = "tube-construct-stage2"
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if(3)
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icon_state = "tube-empty"
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/obj/machinery/light_construct/examine(mob/user)
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. = ..()
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if(get_dist(user, src) <= 2)
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switch(stage)
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if(1)
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. += "It's an empty frame."
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if(2)
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. += "It's wired."
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if(3)
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. += "The casing is closed."
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if(cell_connectors)
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if(cell)
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. += "You see [cell] inside the casing."
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else
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. += "The casing has no power cell for backup power."
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else
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. += span_danger("This casing doesn't support power cells for backup power.")
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/obj/machinery/light_construct/attack_hand(mob/user)
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. = ..()
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if(.)
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return . // obj/machinery/attack_hand returns 1 if user can't use the machine
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if(cell)
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user.visible_message("[user] removes [cell] from [src]!",span_notice("You remove [cell]."))
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user.put_in_hands(cell)
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cell.update_icon()
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cell = null
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/obj/machinery/light_construct/attackby(obj/item/W, mob/user)
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src.add_fingerprint(user)
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if(istype(W, /obj/item/cell/emergency_light))
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if(!cell_connectors)
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to_chat(user, span_warning("This [name] can't support a power cell!"))
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return
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if(!user.unEquip(W))
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to_chat(user, span_warning("[W] is stuck to your hand!"))
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return
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if(cell)
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to_chat(user, span_warning("There is a power cell already installed!"))
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else if(user.drop_from_inventory(W))
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user.visible_message(span_notice("[user] hooks up [W] to [src]."), \
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span_notice("You add [W] to [src]."))
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playsound(src, 'sound/machines/click.ogg', 50, TRUE)
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W.forceMove(src)
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cell = W
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add_fingerprint(user)
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return
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if (W.has_tool_quality(TOOL_WRENCH))
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if (src.stage == 1)
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playsound(src, W.usesound, 75, 1)
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to_chat(user, "You begin deconstructing [src].")
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if (!do_after(user, 30 * W.toolspeed))
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return
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new /obj/item/stack/material/steel( get_turf(src.loc), sheets_refunded )
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user.visible_message("[user.name] deconstructs [src].", \
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"You deconstruct [src].", "You hear a noise.")
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playsound(src, 'sound/items/Deconstruct.ogg', 75, 1)
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qdel(src)
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if (src.stage == 2)
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to_chat(user, "You have to remove the wires first.")
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return
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if (src.stage == 3)
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to_chat(user, "You have to unscrew the case first.")
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return
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if(W.has_tool_quality(TOOL_WIRECUTTER))
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if (src.stage != 2) return
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src.stage = 1
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src.update_icon()
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new /obj/item/stack/cable_coil(get_turf(src.loc), 1, "red")
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user.visible_message("[user.name] removes the wiring from [src].", \
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"You remove the wiring from [src].", "You hear a noise.")
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playsound(src, W.usesound, 50, 1)
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return
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if(istype(W, /obj/item/stack/cable_coil))
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if (src.stage != 1) return
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var/obj/item/stack/cable_coil/coil = W
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if (coil.use(1))
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src.stage = 2
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src.update_icon()
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user.visible_message("[user.name] adds wires to [src].", \
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"You add wires to [src].")
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return
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if(W.has_tool_quality(TOOL_SCREWDRIVER))
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if (src.stage == 2)
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src.stage = 3
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src.update_icon()
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user.visible_message("[user.name] closes [src]'s casing.", \
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"You close [src]'s casing.", "You hear a noise.")
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playsound(src, W.usesound, 75, 1)
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var/obj/machinery/light/newlight = new fixture_type(src.loc, src)
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newlight.set_dir(src.dir)
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src.transfer_fingerprints_to(newlight)
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if(cell)
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newlight.cell = cell
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cell.forceMove(newlight)
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cell = null
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qdel(src)
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return
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..()
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/obj/machinery/light_construct/small
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name = "small light fixture frame"
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desc = "A small light fixture under construction."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "bulb-construct-stage1"
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anchored = TRUE
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stage = 1
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fixture_type = /obj/machinery/light/small
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sheets_refunded = 1
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/obj/machinery/light_construct/small/update_icon()
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switch(stage)
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if(1)
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icon_state = "bulb-construct-stage1"
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if(2)
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icon_state = "bulb-construct-stage2"
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if(3)
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icon_state = "bulb-empty"
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/obj/machinery/light_construct/flamp
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name = "floor light fixture frame"
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desc = "A floor light fixture under construction."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "flamp-construct-stage1"
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anchored = FALSE
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plane = OBJ_PLANE
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layer = OBJ_LAYER
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stage = 1
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fixture_type = /obj/machinery/light/flamp
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sheets_refunded = 2
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/obj/machinery/light_construct/flamp/update_icon()
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switch(stage)
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if(1)
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icon_state = "flamp-construct-stage1"
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if(2)
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icon_state = "flamp-construct-stage2"
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if(3)
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icon_state = "flamp-empty"
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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 = 'icons/obj/lighting_vr.dmi' //VOREStation Edit
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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 = TRUE
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plane = MOB_PLANE
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layer = ABOVE_MOB_LAYER
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use_power = USE_POWER_ACTIVE
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idle_power_usage = 2
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active_power_usage = 10
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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/obj/item/light/installed_light //What light is currently in the socket! Updated in new()
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var/on = 0 // 1 if on, 0 if off
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var/brightness_range
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var/brightness_power
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var/brightness_color
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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/light/tube // the type of light item
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var/construct_type = /obj/machinery/light_construct
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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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//VOREStation Edit Start
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var/needsound = FALSE // Flag to prevent playing turn-on sound multiple times, and from playing at roundstart
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var/shows_alerts = TRUE // Flag for if this fixture should show alerts. Make sure icon states exist!
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var/current_alert = null // Which alert are we showing right now?
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//VOREStation Edit End
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var/auto_flicker = FALSE // If true, will constantly flicker, so long as someone is around to see it (otherwise its a waste of CPU).
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var/obj/item/cell/emergency_light/cell
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var/start_with_cell = TRUE // if true, this fixture generates a very weak cell at roundstart
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var/emergency_mode = FALSE // if true, the light is in emergency mode
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var/no_emergency = FALSE // if true, this light cannot ever have an emergency mode
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var/bulb_emergency_brightness_mul = 0.25 // multiplier for this light's base brightness in emergency power mode
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var/bulb_emergency_colour = "#FF3232" // determines the colour of the light while it's in emergency mode
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var/bulb_emergency_pow_mul = 0.75 // the multiplier for determining the light's power in emergency mode
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var/bulb_emergency_pow_min = 0.5 // the minimum value for the light's power in emergency mode
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var/nightshift_enabled = FALSE
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var/nightshift_allowed = TRUE
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var/brightness_range_ns
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var/brightness_power_ns
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var/brightness_color_ns
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var/overlay_color = LIGHT_COLOR_INCANDESCENT_TUBE
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/obj/machinery/light/flicker
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auto_flicker = TRUE
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/obj/machinery/light/no_nightshift
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nightshift_allowed = FALSE
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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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desc = "A small lighting fixture."
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light_type = /obj/item/light/bulb
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construct_type = /obj/machinery/light_construct/small
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shows_alerts = FALSE //VOREStation Edit
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overlay_color = LIGHT_COLOR_INCANDESCENT_BULB
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/obj/machinery/light/small/flicker
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auto_flicker = TRUE
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/obj/machinery/light/poi
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start_with_cell = FALSE
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/obj/machinery/light/small/poi
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start_with_cell = FALSE
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/obj/machinery/light/flamp
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icon = 'icons/obj/lighting.dmi' //VOREStation Edit
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icon_state = "flamp1"
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base_state = "flamp"
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plane = OBJ_PLANE
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layer = OBJ_LAYER
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desc = "A floor lamp."
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light_type = /obj/item/light/bulb/large
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construct_type = /obj/machinery/light_construct/flamp
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shows_alerts = FALSE //VOREStation Edit
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var/lamp_shade = 1
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overlay_color = LIGHT_COLOR_INCANDESCENT_BULB
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/obj/machinery/light/flamp/Initialize(mapload, obj/machinery/light_construct/construct = null)
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. = ..()
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if(construct)
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start_with_cell = FALSE
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lamp_shade = 0
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update_icon()
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else
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if(start_with_cell && !no_emergency)
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cell = new/obj/item/cell/emergency_light(src)
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/obj/machinery/light/flamp/flicker
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auto_flicker = TRUE
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/obj/machinery/light/small/emergency
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light_type = /obj/item/light/bulb/red
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/obj/machinery/light/small/emergency/flicker
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auto_flicker = TRUE
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/obj/machinery/light/spot
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name = "spotlight"
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light_type = /obj/item/light/tube/large
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shows_alerts = FALSE //VOREStation Edit
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//YW ADDITION START
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/obj/machinery/light/spot/no_nightshift
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nightshift_allowed = FALSE
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//YW ADDITION END
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/obj/machinery/light/spot/flicker
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auto_flicker = TRUE
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//VOREStation Add - Shadeless!
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/obj/machinery/light/flamp/noshade
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lamp_shade = 0
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//VOREStation Add End
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// create a new lighting fixture
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/obj/machinery/light/Initialize(mapload, obj/machinery/light_construct/construct = null)
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. =..()
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if(start_with_cell && !no_emergency)
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cell = new/obj/item/cell/emergency_light(src)
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if(construct)
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start_with_cell = FALSE
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status = LIGHT_EMPTY
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construct_type = construct.type
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construct.transfer_fingerprints_to(src)
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set_dir(construct.dir)
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else
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installed_light = new light_type(src)
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if(start_with_cell && !no_emergency)
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cell = new/obj/item/cell/emergency_light(src)
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var/obj/item/light/L = get_light_type_instance(light_type) //This is fine, but old code.
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update_from_bulb(L)
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if(prob(L.broken_chance))
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broken(1)
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on = powered()
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update(0)
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/obj/machinery/light/Destroy()
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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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QDEL_NULL(cell)
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return ..()
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/obj/machinery/light/update_icon()
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switch(status) // set icon_states
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if(LIGHT_OK)
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//VOREStation Edit Start
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if(shows_alerts && current_alert && on)
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icon_state = "[base_state]-alert-[current_alert]"
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add_light_overlay(FALSE, icon_state)
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else
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icon_state = "[base_state][on]"
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if(on)
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add_light_overlay()
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else
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remove_light_overlay()
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//VOREStation Edit End
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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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remove_light_overlay() //VOREStation add
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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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remove_light_overlay() //VOREStation add
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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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remove_light_overlay() //VOREStation add
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return
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/obj/machinery/light/flamp/update_icon()
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if(lamp_shade)
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base_state = "flampshade"
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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(on) //VOREStation add
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add_light_overlay() //VOREStation add
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else //VOREStation add
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remove_light_overlay() //VOREStation add
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if(LIGHT_EMPTY)
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on = 0
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icon_state = "[base_state][on]"
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remove_light_overlay() //VOREStation add
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if(LIGHT_BURNED)
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on = 0
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icon_state = "[base_state][on]"
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remove_light_overlay() //VOREStation add
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if(LIGHT_BROKEN)
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on = 0
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icon_state = "[base_state][on]"
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remove_light_overlay() //VOREStation add
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return
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else
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base_state = "flamp"
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..()
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//VOREStation Edit Start
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/obj/machinery/light/proc/set_alert_atmos()
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if(!shows_alerts)
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return
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current_alert = "atmos"
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light_color = "#6D6DFC"
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brightness_color = "#6D6DFC"
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update()
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/obj/machinery/light/proc/set_alert_fire()
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if(!shows_alerts)
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return
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current_alert = "fire"
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light_color = "#FF3030"
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brightness_color = "#FF3030"
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update()
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/obj/machinery/light/proc/reset_alert()
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if(!shows_alerts)
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return
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current_alert = null
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var/obj/item/light/L = installed_light //This ensures any special bulbs will stay special!
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if(L)
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update_from_bulb(L)
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else
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brightness_color = nightshift_enabled ? initial(brightness_color_ns) : initial(brightness_color)
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update()
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//VOREstation Edit End
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//CHOMPStation Edit Start
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/obj/machinery/light/proc/set_alert_engineering()
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if(!shows_alerts)
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return
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current_alert = "eng"
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light_color = "#ff9900"
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brightness_color = "#ff9900"
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update()
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// CHOMPStation Edit End
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// update lighting
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/obj/machinery/light/proc/update(var/trigger = 1)
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update_icon()
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//VOREStation Edit Start
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if(!on)
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needsound = TRUE // Play sound next time we turn on
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else if(needsound)
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playsound(src, 'sound/effects/lighton.ogg', 65, 1)
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needsound = FALSE // Don't play sound again until we've been turned off
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//VOREStation Edit End
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if(on)
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var/correct_range = nightshift_enabled ? brightness_range_ns : brightness_range
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var/correct_power = nightshift_enabled ? brightness_power_ns : brightness_power
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var/correct_color = nightshift_enabled ? brightness_color_ns : brightness_color
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var/correct_overlay = nightshift_enabled ? brightness_color_ns : brightness_color //Gives lights the correct overlay if NS is enabled.
|
|
if(current_alert) //Oh no, we're on fire! Or the atmos is bad! Let's change the color
|
|
correct_range = brightness_range
|
|
correct_power = brightness_power
|
|
correct_color = brightness_color
|
|
if(light_range != correct_range || light_power != correct_power || light_color != correct_color || overlay_color != correct_overlay)
|
|
if(!auto_flicker)
|
|
switchcount++
|
|
if(rigged)
|
|
if(status == LIGHT_OK && trigger)
|
|
|
|
log_admin("LOG: Rigged light explosion, last touched by [forensic_data?.get_lastprint()]")
|
|
message_admins("LOG: Rigged light explosion, last touched by [forensic_data?.get_lastprint()]")
|
|
|
|
explode()
|
|
else if( prob( min(60, switchcount*switchcount*0.01) ) )
|
|
if(status == LIGHT_OK && trigger)
|
|
status = LIGHT_BURNED
|
|
update_icon()
|
|
on = 0
|
|
set_light(0)
|
|
else
|
|
update_use_power(USE_POWER_ACTIVE)
|
|
set_light(correct_range, correct_power, correct_color)
|
|
overlay_color = correct_overlay
|
|
if(cell?.charge < cell?.maxcharge)
|
|
START_PROCESSING(SSobj, src)
|
|
else if(has_emergency_power(LIGHT_EMERGENCY_POWER_USE) && !turned_off())
|
|
update_use_power(USE_POWER_IDLE)
|
|
emergency_mode = TRUE
|
|
START_PROCESSING(SSobj, src)
|
|
else
|
|
update_use_power(USE_POWER_IDLE)
|
|
set_light(0)
|
|
update_light() //VOREStation Edit - Makes lights update when their color is changed.
|
|
update_active_power_usage((light_range * light_power) * LIGHTING_POWER_FACTOR)
|
|
|
|
/obj/machinery/light/proc/nightshift_mode(var/state)
|
|
if(!nightshift_allowed)
|
|
return
|
|
|
|
if(state != nightshift_enabled)
|
|
nightshift_enabled = state
|
|
update(FALSE)
|
|
|
|
/obj/machinery/light/attack_generic(var/mob/user, var/damage)
|
|
if(!damage)
|
|
return
|
|
if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
|
|
to_chat(user, "That object is useless to you.")
|
|
return
|
|
if(!(status == LIGHT_OK||status == LIGHT_BURNED))
|
|
return
|
|
visible_message(span_danger("[user] smashes the light!"))
|
|
user.do_attack_animation(src)
|
|
broken()
|
|
return 1
|
|
|
|
/obj/machinery/light/take_damage(var/damage)
|
|
if(!damage)
|
|
return
|
|
if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
|
|
return
|
|
if(!(status == LIGHT_OK||status == LIGHT_BURNED))
|
|
return
|
|
broken()
|
|
return 1
|
|
|
|
/obj/machinery/light/blob_act()
|
|
broken()
|
|
|
|
// attempt to set the light's on/off status
|
|
// will not switch on if broken/burned/empty
|
|
/obj/machinery/light/proc/seton(var/s)
|
|
on = (s && status == LIGHT_OK)
|
|
update()
|
|
|
|
/obj/machinery/light/get_cell()
|
|
return cell
|
|
|
|
// examine verb
|
|
/obj/machinery/light/examine(mob/user)
|
|
. = ..()
|
|
var/fitting = get_fitting_name()
|
|
switch(status)
|
|
if(LIGHT_OK)
|
|
. += "It is turned [on? "on" : "off"]."
|
|
if(LIGHT_EMPTY)
|
|
. += "The [fitting] has been removed."
|
|
if(LIGHT_BURNED)
|
|
. += "The [fitting] is burnt out."
|
|
if(LIGHT_BROKEN)
|
|
. += "The [fitting] has been smashed."
|
|
if(cell)
|
|
. += "Its backup power charge meter reads [round((cell.charge / cell.maxcharge) * 100, 0.1)]%."
|
|
|
|
/obj/machinery/light/proc/get_fitting_name()
|
|
var/obj/item/light/L = light_type
|
|
return initial(L.name)
|
|
|
|
/obj/machinery/light/proc/update_from_bulb(obj/item/light/L)
|
|
status = L.status
|
|
switchcount = L.switchcount
|
|
rigged = L.rigged
|
|
|
|
brightness_range = L.brightness_range
|
|
brightness_power = L.brightness_power
|
|
brightness_color = L.brightness_color
|
|
overlay_color = L.brightness_color
|
|
|
|
brightness_range_ns = L.nightshift_range
|
|
brightness_power_ns = L.nightshift_power
|
|
brightness_color_ns = L.nightshift_color
|
|
|
|
// attack with item - insert light (if right type), otherwise try to break the light
|
|
|
|
/obj/machinery/light/proc/insert_bulb(obj/item/light/L)
|
|
update_from_bulb(L)
|
|
installed_light = L
|
|
L.loc = src //Move it into the socket!
|
|
|
|
on = powered() && !turned_off() // Do not instantly turn on lights if the area lightswitch is off
|
|
update()
|
|
|
|
if(on && rigged)
|
|
|
|
log_admin("LOG: Rigged light explosion, last touched by [forensic_data?.get_lastprint()]")
|
|
message_admins("LOG: Rigged light explosion, last touched by [forensic_data?.get_lastprint()]")
|
|
|
|
explode()
|
|
|
|
/obj/machinery/light/proc/remove_bulb()
|
|
//. = new light_type(src.loc, src)
|
|
|
|
switchcount = 0
|
|
installed_light = null
|
|
status = LIGHT_EMPTY
|
|
update()
|
|
|
|
/obj/machinery/light/attackby(obj/item/W, mob/user)
|
|
|
|
//Light replacer code
|
|
if(istype(W, /obj/item/lightreplacer)) //These will never be modified, so it's fine to use old code.
|
|
var/obj/item/lightreplacer/LR = W
|
|
if(isliving(user))
|
|
var/mob/living/U = user
|
|
LR.ReplaceLight(src, U)
|
|
return
|
|
|
|
// attempt to insert light
|
|
if(istype(W, /obj/item/light))
|
|
if(status != LIGHT_EMPTY)
|
|
to_chat(user, "There is a [get_fitting_name()] already inserted.")
|
|
return
|
|
if(!istype(W, light_type))
|
|
to_chat(user, "This type of light requires a [get_fitting_name()].")
|
|
return
|
|
|
|
to_chat(user, "You insert [W].")
|
|
user.drop_item()
|
|
insert_bulb(W)
|
|
update() //Like other places, this is done later down the line but this is essential to updating the overlay when nightmode is involved. Again, I have no idea WHY.
|
|
src.add_fingerprint(user)
|
|
|
|
// attempt to break the light
|
|
//If xenos decide they want to smash a light bulb with a toolbox, who am I to stop them? /N
|
|
|
|
else if(status != LIGHT_BROKEN && status != LIGHT_EMPTY)
|
|
|
|
|
|
if(prob(1+W.force * 5))
|
|
|
|
to_chat(user, "You hit the light, and it smashes!")
|
|
for(var/mob/M in viewers(src))
|
|
if(M == user)
|
|
continue
|
|
M.show_message("[user.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2)
|
|
if(on && !(W.flags & NOCONDUCT))
|
|
//if(!user.mutations & COLD_RESISTANCE)
|
|
if (prob(12))
|
|
electrocute_mob(user, get_area(src), src, 0.3)
|
|
broken()
|
|
|
|
else
|
|
to_chat(user, "You hit the light!")
|
|
|
|
// attempt to stick weapon into light socket
|
|
else if(status == LIGHT_EMPTY)
|
|
if(W.has_tool_quality(TOOL_SCREWDRIVER)) //If it's a screwdriver open it.
|
|
playsound(src, W.usesound, 75, 1)
|
|
user.visible_message("[user.name] opens [src]'s casing.", \
|
|
"You open [src]'s casing.", "You hear a noise.")
|
|
new construct_type(src.loc, fixture = src)
|
|
qdel(src)
|
|
return
|
|
|
|
to_chat(user, "You stick \the [W] into the light socket!")
|
|
if(has_power() && !(W.flags & NOCONDUCT))
|
|
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
|
s.set_up(3, 1, src)
|
|
s.start()
|
|
//if(!user.mutations & COLD_RESISTANCE)
|
|
if (prob(75))
|
|
electrocute_mob(user, get_area(src), src, rand(0.7,1.0))
|
|
|
|
/obj/machinery/light/flamp/attackby(obj/item/W, mob/user)
|
|
if(W.has_tool_quality(TOOL_WRENCH))
|
|
anchored = !anchored
|
|
playsound(src, W.usesound, 50, 1)
|
|
to_chat(user, span_notice("You [anchored ? "wrench" : "unwrench"] \the [src]."))
|
|
|
|
if(!lamp_shade)
|
|
if(istype(W, /obj/item/lampshade))
|
|
lamp_shade = 1
|
|
qdel(W)
|
|
update_icon()
|
|
return
|
|
|
|
else
|
|
if(W.has_tool_quality(TOOL_SCREWDRIVER))
|
|
playsound(src, W.usesound, 75, 1)
|
|
user.visible_message("[user.name] removes [src]'s lamp shade.", \
|
|
"You remove [src]'s lamp shade.", "You hear a noise.")
|
|
lamp_shade = 0
|
|
new /obj/item/lampshade(src.loc)
|
|
update_icon()
|
|
return
|
|
|
|
..()
|
|
|
|
// returns if the light has power /but/ is manually turned off
|
|
// if a light is turned off, it won't activate emergency power
|
|
/obj/machinery/light/proc/turned_off()
|
|
var/area/A = get_area(src)
|
|
return !A.lightswitch && A.power_light || flickering
|
|
|
|
// returns whether this light has power
|
|
// true if area has power and lightswitch is on
|
|
/obj/machinery/light/proc/has_power()
|
|
var/area/A = get_area(src)
|
|
return A && A.lightswitch && (!A.requires_power || A.power_light)
|
|
|
|
/obj/machinery/light/flamp/has_power()
|
|
var/area/A = get_area(src)
|
|
if(lamp_shade)
|
|
return A && (!A.requires_power || A.power_light)
|
|
else
|
|
return A && A.lightswitch && (!A.requires_power || A.power_light)
|
|
|
|
// returns whether this light has emergency power
|
|
// can also return if it has access to a certain amount of that power
|
|
/obj/machinery/light/proc/has_emergency_power(pwr)
|
|
if(no_emergency || !cell)
|
|
return FALSE
|
|
if(pwr ? cell.charge >= pwr : cell.charge)
|
|
return status == LIGHT_OK
|
|
|
|
// attempts to use power from the installed emergency cell, returns true if it does and false if it doesn't
|
|
/obj/machinery/light/proc/use_emergency_power(pwr = LIGHT_EMERGENCY_POWER_USE)
|
|
if(turned_off())
|
|
return FALSE
|
|
if(!has_emergency_power(pwr))
|
|
return FALSE
|
|
if(cell.charge > 300) //it's meant to handle 120 W, ya doofus
|
|
visible_message(span_warning("[src] short-circuits from too powerful of a power cell!"))
|
|
status = LIGHT_BURNED
|
|
installed_light.status = status
|
|
return FALSE
|
|
cell.use(pwr)
|
|
set_light(brightness_range * bulb_emergency_brightness_mul, max(bulb_emergency_pow_min, bulb_emergency_pow_mul * (cell.charge / cell.maxcharge)), bulb_emergency_colour)
|
|
return TRUE
|
|
|
|
/obj/machinery/light/proc/flicker(var/amount = rand(10, 20))
|
|
if(flickering) return
|
|
if(on && status == LIGHT_OK)
|
|
flickering = 1
|
|
do_flicker(amount)
|
|
|
|
/obj/machinery/light/proc/do_flicker(remaining_flicks)
|
|
SHOULD_NOT_OVERRIDE(TRUE)
|
|
PRIVATE_PROC(TRUE)
|
|
if(status != LIGHT_OK)
|
|
flickering = 0
|
|
return
|
|
on = !on
|
|
update(0)
|
|
if(!on) // Only play when the light turns off.
|
|
playsound(src, 'sound/effects/light_flicker.ogg', 50, 1)
|
|
if(remaining_flicks > 0)
|
|
remaining_flicks--
|
|
addtimer(CALLBACK(src, PROC_REF(do_flicker), remaining_flicks), rand(5, 15), TIMER_DELETE_ME)
|
|
return
|
|
on = (status == LIGHT_OK)
|
|
update(0)
|
|
flickering = 0
|
|
|
|
// ai attack - turn on/off emergency lighting for a specific fixture
|
|
/obj/machinery/light/attack_ai(mob/user)
|
|
no_emergency = !no_emergency
|
|
to_chat(user, span_notice("Emergency lights for this fixture have been [no_emergency ? "disabled" : "enabled"]."))
|
|
update(FALSE)
|
|
return
|
|
|
|
// ai alt click - Make light flicker. Very important for atmosphere.
|
|
/obj/machinery/light/AIAltClick(mob/user)
|
|
flicker(1)
|
|
|
|
/obj/machinery/light/flamp/attack_ai(mob/user)
|
|
attack_hand()
|
|
return
|
|
|
|
// attack with hand - remove tube/bulb
|
|
// if hands aren't protected and the light is on, burn the player
|
|
/obj/machinery/light/attack_hand(mob/user)
|
|
|
|
add_fingerprint(user)
|
|
|
|
if(status == LIGHT_EMPTY)
|
|
to_chat(user, "There is no [get_fitting_name()] in this light.")
|
|
return
|
|
|
|
if(ishuman(user))
|
|
var/mob/living/carbon/human/H = user
|
|
if(H.species.can_shred(H))
|
|
user.setClickCooldown(user.get_attack_speed())
|
|
for(var/mob/M in viewers(src))
|
|
M.show_message(span_red("[user.name] smashed the light!"), 3, "You hear a tinkle of breaking glass", 2)
|
|
broken()
|
|
return
|
|
|
|
// make it burn hands if not wearing fire-insulated gloves
|
|
if(on)
|
|
var/prot = 0
|
|
var/mob/living/carbon/human/H = user
|
|
|
|
if(istype(H))
|
|
if(H.species.heat_level_1 > LIGHT_BULB_TEMPERATURE)
|
|
prot = 1
|
|
else if(H.gloves)
|
|
var/obj/item/clothing/gloves/G = H.gloves
|
|
if(G.max_heat_protection_temperature)
|
|
if(G.max_heat_protection_temperature > LIGHT_BULB_TEMPERATURE)
|
|
prot = 1
|
|
else
|
|
prot = 1
|
|
|
|
if(prot > 0 || (COLD_RESISTANCE in user.mutations))
|
|
to_chat(user, "You remove the light [get_fitting_name()]")
|
|
else if(TK in user.mutations)
|
|
to_chat(user, "You telekinetically remove the light [get_fitting_name()].")
|
|
else
|
|
to_chat(user, "You try to remove the light [get_fitting_name()], but it's too hot and you don't want to burn your hand.")
|
|
return // if burned, don't remove the light
|
|
else
|
|
to_chat(user, "You remove the light [get_fitting_name()].")
|
|
|
|
//Let's actually put the real bulb in their hand.
|
|
installed_light.status = status //Update the bulb they're being given. If it's broken, the bulb should be as well!
|
|
user.put_in_active_hand(installed_light) //puts it in our active hand
|
|
installed_light.update_icon()
|
|
remove_bulb()
|
|
|
|
/obj/machinery/light/flamp/attack_hand(mob/user)
|
|
if(lamp_shade)
|
|
if(status == LIGHT_EMPTY)
|
|
to_chat(user, "There is no [get_fitting_name()] in this light.")
|
|
return
|
|
|
|
if(on)
|
|
on = 0
|
|
update()
|
|
else
|
|
on = has_power()
|
|
update()
|
|
else
|
|
..()
|
|
|
|
|
|
/obj/machinery/light/attack_tk(mob/user)
|
|
if(status == LIGHT_EMPTY)
|
|
to_chat(user, "There is no [get_fitting_name()] in this light.")
|
|
return
|
|
|
|
to_chat(user, "You telekinetically remove the light [get_fitting_name()].")
|
|
installed_light.status = status
|
|
installed_light.forceMove(src.loc)
|
|
var/obj/item/tk_grab/O = new(src)
|
|
user.put_in_active_hand(O)
|
|
O.host = user
|
|
O.focus_object(installed_light)
|
|
installed_light.update_icon()
|
|
remove_bulb()
|
|
|
|
// break the light and make sparks if was on
|
|
|
|
/obj/machinery/light/proc/broken(var/skip_sound_and_sparks = 0)
|
|
if(status == LIGHT_EMPTY)
|
|
return
|
|
|
|
if(!skip_sound_and_sparks)
|
|
if(status == LIGHT_OK || status == LIGHT_BURNED)
|
|
playsound(src, 'sound/effects/Glasshit.ogg', 75, 1)
|
|
if(on)
|
|
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
|
s.set_up(3, 1, src)
|
|
s.start()
|
|
status = LIGHT_BROKEN //This occasionally runtimes when it occurs midround after build mode spawns a broken light. No idea why.
|
|
installed_light.status = status
|
|
installed_light.update_icon()
|
|
update()
|
|
|
|
/obj/machinery/light/proc/fix()
|
|
if(status == LIGHT_OK)
|
|
return
|
|
status = LIGHT_OK
|
|
if(installed_light)
|
|
installed_light.status = LIGHT_OK
|
|
on = 1
|
|
update()
|
|
|
|
// explosion effect
|
|
// destroy the whole light fixture or just shatter it
|
|
|
|
/obj/machinery/light/ex_act(severity)
|
|
switch(severity)
|
|
if(1.0)
|
|
qdel(src)
|
|
return
|
|
if(2.0)
|
|
if (prob(75))
|
|
broken()
|
|
if(3.0)
|
|
if (prob(50))
|
|
broken()
|
|
return
|
|
|
|
//blob effect
|
|
|
|
|
|
// timed process
|
|
// use power
|
|
|
|
/obj/machinery/light/process()
|
|
if(!cell)
|
|
return PROCESS_KILL
|
|
if(has_power())
|
|
emergency_mode = FALSE
|
|
update(FALSE)
|
|
if(!cell.give(LIGHT_EMERGENCY_POWER_USE*2)) // Recharge and stop if no more was able to be added
|
|
return PROCESS_KILL
|
|
if(emergency_mode && !use_emergency_power(LIGHT_EMERGENCY_POWER_USE))
|
|
update(FALSE) //Disables emergency mode and sets the color to normal
|
|
return PROCESS_KILL // Drop out if we're out of cell power. These are often in POIs and there's no point in recharging.
|
|
|
|
if(auto_flicker && !flickering)
|
|
if(check_for_player_proximity(src, radius = 12, ignore_ghosts = FALSE, ignore_afk = TRUE))
|
|
seton(TRUE) // Lights must be on to flicker.
|
|
flicker(5)
|
|
else
|
|
seton(FALSE) // Otherwise keep it dark and spooky for when someone shows up.
|
|
|
|
// called when area power state changes
|
|
/obj/machinery/light/power_change()
|
|
spawn(10)
|
|
seton(has_power())
|
|
|
|
// called when on fire
|
|
|
|
/obj/machinery/light/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
|
if(prob(max(0, exposed_temperature - 673))) //0% at <400C, 100% at >500C
|
|
broken()
|
|
|
|
// explode the light
|
|
|
|
/obj/machinery/light/proc/explode()
|
|
var/turf/T = get_turf(src.loc)
|
|
spawn(0)
|
|
broken() // break it first to give a warning
|
|
sleep(2)
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|
explosion(T, 0, 0, 2, 2)
|
|
sleep(1)
|
|
qdel(src)
|
|
|
|
// 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/light
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|
icon = 'icons/obj/lighting.dmi'
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|
force = 2
|
|
throwforce = 5
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|
w_class = ITEMSIZE_TINY
|
|
matter = list(MAT_STEEL = 60)
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|
|
|
///LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
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|
var/status = LIGHT_OK
|
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///Base icon_state name to append suffixes for status
|
|
var/base_state
|
|
///Number of times switched on/off
|
|
var/switchcount = 0
|
|
///Is this light set to explode
|
|
var/rigged = 0
|
|
///The chance (prob()) that this light will be broken at roundstart
|
|
var/broken_chance = 2
|
|
|
|
///The raidus in turfs this light will reach. It will be at it's most dim this many turfs away.
|
|
/// This is also used in power draw calculation for machinery/lights.
|
|
var/brightness_range = 8
|
|
///The light will fall off over more/less range based on this. The formula is complicated.
|
|
var/brightness_power = 1
|
|
///The color of the light emitted.
|
|
var/brightness_color = LIGHT_COLOR_INCANDESCENT_TUBE
|
|
|
|
///Replaces brightness_range during nightshifts.
|
|
var/nightshift_range = 8
|
|
///Replaces brightness_power during nightshifts.
|
|
var/nightshift_power = 0.45
|
|
///Replaces brightness_color during nightshifts.
|
|
var/nightshift_color = LIGHT_COLOR_NIGHTSHIFT
|
|
|
|
drop_sound = 'sound/items/drop/glass.ogg'
|
|
pickup_sound = 'sound/items/pickup/glass.ogg'
|
|
|
|
//VOREStation Edit Start - Modifiable Lighting
|
|
var/init_brightness_range = 8
|
|
var/init_brightness_power = 1
|
|
var/init_nightshift_range = 8
|
|
var/init_nightshift_power = 0.45
|
|
//VOREStation Edit End - Modifiable Lighting
|
|
|
|
/obj/item/light/tube
|
|
name = "light tube"
|
|
desc = "A replacement light tube."
|
|
icon_state = "ltube"
|
|
base_state = "ltube"
|
|
item_state = "c_tube"
|
|
matter = list(MAT_GLASS = 100)
|
|
brightness_range = 7
|
|
brightness_power = 2
|
|
init_brightness_range = 7
|
|
init_brightness_power = 2
|
|
|
|
/obj/item/light/tube/large
|
|
w_class = ITEMSIZE_SMALL
|
|
name = "large light tube"
|
|
brightness_range = 15
|
|
brightness_power = 4
|
|
|
|
nightshift_range = 10
|
|
nightshift_power = 1.5
|
|
|
|
init_brightness_range = 15
|
|
init_brightness_power = 4
|
|
init_nightshift_range = 10
|
|
init_nightshift_power = 1.5
|
|
|
|
/obj/item/light/bulb
|
|
name = "light bulb"
|
|
desc = "A replacement light bulb."
|
|
icon_state = "lbulb"
|
|
base_state = "lbulb"
|
|
item_state = "contvapour"
|
|
matter = list(MAT_GLASS = 100)
|
|
brightness_range = 5
|
|
brightness_power = 1
|
|
brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
|
|
|
|
nightshift_range = 3
|
|
nightshift_power = 0.5
|
|
|
|
init_brightness_range = 5
|
|
init_brightness_power = 1
|
|
init_nightshift_range = 3
|
|
init_nightshift_power = 0.5
|
|
|
|
// For 'floor lamps' in outdoor use and such
|
|
/obj/item/light/bulb/large
|
|
name = "large light bulb"
|
|
brightness_range = 7
|
|
brightness_power = 1.5
|
|
|
|
nightshift_range = 4
|
|
nightshift_power = 0.75
|
|
|
|
init_brightness_range = 7
|
|
init_brightness_power = 1.5
|
|
init_nightshift_range = 4
|
|
init_nightshift_power = 0.75
|
|
|
|
/obj/item/light/throw_impact(atom/hit_atom)
|
|
..()
|
|
shatter()
|
|
|
|
/obj/item/light/bulb/red
|
|
brightness_range = 4
|
|
color = "#da0205"
|
|
brightness_color = "#da0205"
|
|
init_brightness_range = 4
|
|
|
|
/obj/item/light/bulb/fire
|
|
name = "fire bulb"
|
|
desc = "A replacement fire bulb."
|
|
icon_state = "fbulb"
|
|
base_state = "fbulb"
|
|
item_state = "egg4"
|
|
matter = list(MAT_GLASS = 100)
|
|
|
|
// update the icon state and description of the light
|
|
/obj/item/light/update_icon()
|
|
switch(status)
|
|
if(LIGHT_OK)
|
|
icon_state = base_state
|
|
desc = "A replacement [name]."
|
|
if(LIGHT_BURNED)
|
|
icon_state = "[base_state]-burned"
|
|
desc = "A burnt-out [name]."
|
|
if(LIGHT_BROKEN)
|
|
icon_state = "[base_state]-broken"
|
|
desc = "A broken [name]."
|
|
|
|
|
|
/obj/item/light/Initialize(mapload, obj/machinery/light/fixture = null)
|
|
. = ..()
|
|
if(fixture)
|
|
status = fixture.status
|
|
rigged = fixture.rigged
|
|
switchcount = fixture.switchcount
|
|
fixture.transfer_fingerprints_to(src)
|
|
|
|
//shouldn't be necessary to copy these unless someone varedits stuff, but just in case
|
|
brightness_range = fixture.brightness_range
|
|
brightness_power = fixture.brightness_power
|
|
brightness_color = fixture.brightness_color
|
|
update_icon()
|
|
|
|
|
|
// attack bulb/tube with object
|
|
// if a syringe, can inject phoron to make it explode
|
|
/obj/item/light/attackby(var/obj/item/I, var/mob/user)
|
|
..()
|
|
|
|
//VOREStation Edit Start - Multitool Lighting!
|
|
if(istype(I,/obj/item/multitool))
|
|
var/list/menu_list = list(
|
|
"Normal Range",
|
|
"Normal Brightness",
|
|
"Normal Color",
|
|
"Nightshift Range",
|
|
"Nightshift Brightness",
|
|
"Nightshift Color",
|
|
)
|
|
|
|
var/modification_decision = tgui_input_list(user, "What do you wish to change about this light?", "Light Adjustment", menu_list)
|
|
if(!modification_decision)
|
|
return //They didn't select anything!
|
|
switch(modification_decision)
|
|
if("Normal Range")
|
|
var/new_range = tgui_input_number(user, "Choose the new range of the light! (1-[init_brightness_range])", "", init_brightness_range, init_brightness_range, 1, 0)
|
|
if(new_range)
|
|
brightness_range = new_range
|
|
|
|
if("Normal Brightness")
|
|
var/new_power = tgui_input_number(user, "Choose the new brightness of the light! (0.01 - [init_brightness_power])", "", init_brightness_power, init_brightness_power, 0.01, round_value=FALSE)
|
|
if(new_power)
|
|
brightness_power = new_power
|
|
|
|
if("Normal Color")
|
|
var/new_color = tgui_color_picker(user, "Choose a color to set the light to!", "", brightness_color)
|
|
if(new_color)
|
|
brightness_color = new_color
|
|
|
|
if("Nightshift Range")
|
|
var/new_range = tgui_input_number(user, "Choose the new range of the light! (1-[init_nightshift_range])", "", init_nightshift_range, init_nightshift_range, 1)
|
|
if(new_range)
|
|
nightshift_range = new_range
|
|
|
|
if("Nightshift Brightness")
|
|
var/new_power = tgui_input_number(user, "Choose the new brightness of the light! (0.01 - [init_nightshift_power])", "", init_nightshift_power, init_nightshift_power, 0.01, round_value=FALSE)
|
|
if(new_power)
|
|
nightshift_power = new_power
|
|
|
|
if("Nightshift Color")
|
|
var/new_color = tgui_color_picker(user, "Choose a color to set the light to!", "", nightshift_color)
|
|
if(new_color)
|
|
nightshift_color = new_color
|
|
|
|
else //Should never happen.
|
|
return
|
|
|
|
else if(istype(I, /obj/item/reagent_containers/syringe))
|
|
var/obj/item/reagent_containers/syringe/S = I
|
|
|
|
to_chat(user, "You inject the solution into the [src].")
|
|
|
|
if(S.reagents.has_reagent(REAGENT_ID_PHORON, 5))
|
|
|
|
log_admin("LOG: [user.name] ([user.ckey]) injected a light with phoron, rigging it to explode.")
|
|
message_admins("LOG: [user.name] ([user.ckey]) injected a light with phoron, rigging it to explode.")
|
|
|
|
rigged = 1
|
|
|
|
S.reagents.clear_reagents()
|
|
else
|
|
..()
|
|
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/light/afterattack(atom/target, mob/user, proximity)
|
|
if(!proximity) return
|
|
if(istype(target, /obj/machinery/light))
|
|
return
|
|
if(user.a_intent != I_HURT)
|
|
return
|
|
|
|
shatter()
|
|
|
|
/obj/item/light/proc/shatter()
|
|
if(status == LIGHT_OK || status == LIGHT_BURNED)
|
|
src.visible_message(span_red("[name] shatters."),span_red("You hear a small glass object shatter."))
|
|
status = LIGHT_BROKEN
|
|
force = 5
|
|
sharp = TRUE
|
|
playsound(src, 'sound/effects/Glasshit.ogg', 75, 1)
|
|
update_icon()
|
|
|
|
//Lamp Shade
|
|
/obj/item/lampshade
|
|
name = "lamp shade"
|
|
desc = "A lamp shade for a lamp."
|
|
icon = 'icons/obj/lighting.dmi'
|
|
icon_state = "lampshade"
|
|
w_class = ITEMSIZE_TINY
|
|
|
|
#undef LIGHT_BULB_TEMPERATURE
|
|
#undef LIGHTING_POWER_FACTOR
|
|
#undef LIGHT_EMERGENCY_POWER_USE
|