Merge branch 'master' into economy-update-junk

This commit is contained in:
Dahlular
2022-07-06 16:28:45 -06:00
committed by GitHub
196 changed files with 865 additions and 721 deletions
+13
View File
@@ -13,6 +13,19 @@
//HUD images that this atom can provide.
var/list/hud_possible
///Range of the emitted light in tiles. Zero means no light.
var/light_range = 0
///Intensity of the light. The stronger, the less shadows you will see on the lit area.
var/light_power = 1
///Hexidecimal RGB string representing the colour of the light. White by default.
var/light_color = COLOR_WHITE
///Boolean variable for togglable lights. Has no effect without the proper light_system, light_range and light_power values.
var/light_on = TRUE
///Our light source. Don't fuck with this directly unless you have a good reason!
var/tmp/datum/light_source/light
///Any light sources that are "inside" of us, for example, if src here was a mob that's carrying a flashlight, that flashlight's light source would be part of this list.
var/tmp/list/light_sources
/// Last name used to calculate a color for the chatmessage overlays
var/chat_color_name
/// Last color calculated for the the chatmessage overlays
@@ -67,7 +67,7 @@
sharpness = IS_BLUNT
item_color = "yellow"
heat = 0
light_color = "#ffff00"
light_color = COLOR_YELLOW
var/next_trombone_allowed = 0
/obj/item/melee/transforming/energy/sword/bananium/Initialize()
+2 -2
View File
@@ -2,12 +2,12 @@
name = "\improper AI system integrity restorer"
desc = "Used with intelliCards containing nonfunctional AIs to restore them to working order."
req_access = list(ACCESS_CAPTAIN, ACCESS_ROBOTICS, ACCESS_HEADS)
var/mob/living/silicon/ai/occupier = null
var/active = 0
circuit = /obj/item/circuitboard/computer/aifixer
icon_keyboard = "tech_key"
icon_screen = "ai-fixer"
light_color = LIGHT_COLOR_PINK
var/mob/living/silicon/ai/occupier = null
var/active = 0
/obj/machinery/computer/aifixer/attackby(obj/I, mob/user, params)
if(occupier && istype(I, /obj/item/screwdriver))
+1 -2
View File
@@ -11,6 +11,7 @@
icon_keyboard = null
icon_screen = "invaders"
clockwork = TRUE //it'd look weird
light_color = LIGHT_COLOR_GREEN
var/list/prizes = list(
/obj/item/toy/balloon = ARCADE_WEIGHT_USELESS,
/obj/item/toy/beach_ball = ARCADE_WEIGHT_USELESS,
@@ -72,8 +73,6 @@
/obj/item/clothing/mask/fakemoustache/italian = ARCADE_WEIGHT_RARE
)
light_color = LIGHT_COLOR_GREEN
/obj/machinery/computer/arcade/proc/Reset()
return
+1 -2
View File
@@ -4,13 +4,12 @@
circuit = /obj/item/circuitboard/computer/atmos_alert
icon_screen = "alert:0"
icon_keyboard = "atmos_key"
light_color = LIGHT_COLOR_CYAN
var/list/priority_alarms = list()
var/list/minor_alarms = list()
var/receive_frequency = FREQ_ATMOS_ALARMS
var/datum/radio_frequency/radio_connection
light_color = LIGHT_COLOR_CYAN
/obj/machinery/computer/atmos_alert/Initialize()
. = ..()
set_frequency(receive_frequency)
@@ -91,6 +91,7 @@ GLOBAL_LIST_EMPTY(atmos_air_controllers)
icon_screen = "tank"
icon_keyboard = "atmos_key"
circuit = /obj/item/circuitboard/computer/atmos_control
light_color = LIGHT_COLOR_CYAN
ui_x = 400
ui_y = 925
@@ -111,8 +112,6 @@ GLOBAL_LIST_EMPTY(atmos_air_controllers)
var/list/sensor_information = list()
var/datum/radio_frequency/radio_connection
light_color = LIGHT_COLOR_CYAN
/obj/machinery/computer/atmos_control/Initialize()
. = ..()
GLOB.atmos_air_controllers += src
+1 -2
View File
@@ -4,12 +4,11 @@
icon_screen = "cameras"
icon_keyboard = "security_key"
circuit = /obj/item/circuitboard/computer/security
light_color = COLOR_SOFT_RED
var/last_pic = 1
var/list/network = list("ss13")
var/list/watchers = list() //who's using the console, associated with the camera they're on.
light_color = LIGHT_COLOR_RED
/obj/machinery/computer/security/Initialize()
. = ..()
for(var/i in network)
@@ -3,6 +3,7 @@
desc = "Used to access the various cameras on the station."
icon_screen = "cameras"
icon_keyboard = "security_key"
light_color = COLOR_SOFT_RED
var/list/z_lock = list() // Lock use to these z levels
var/lock_override = NONE
var/mob/camera/aiEye/remote/eyeobj
@@ -12,8 +13,6 @@
var/datum/action/innate/camera_jump/jump_action = new
var/list/actions = list()
light_color = LIGHT_COLOR_RED
/obj/machinery/computer/camera_advanced/Initialize()
. = ..()
for(var/i in networks)
+2 -7
View File
@@ -16,6 +16,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
icon_keyboard = "id_key"
req_one_access = list(ACCESS_HEADS, ACCESS_CHANGE_IDS)
circuit = /obj/item/circuitboard/computer/card
light_color = LIGHT_COLOR_BLUE
var/mode = 0
var/printing = null
var/target_dept = 0 //Which department this computer has access to. 0=all departments
@@ -49,8 +50,6 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
var/list/region_access = null
var/list/head_subordinates = null
light_color = LIGHT_COLOR_BLUE
/obj/machinery/computer/card/proc/get_jobs()
return get_all_jobs()
@@ -621,8 +620,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
/obj/machinery/computer/card/minor/hos
target_dept = 2
icon_screen = "idhos"
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
/obj/machinery/computer/card/minor/cmo
target_dept = 3
@@ -631,19 +629,16 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
/obj/machinery/computer/card/minor/rd
target_dept = 4
icon_screen = "idrd"
light_color = LIGHT_COLOR_PINK
/obj/machinery/computer/card/minor/ce
target_dept = 5
icon_screen = "idce"
light_color = LIGHT_COLOR_YELLOW
/obj/machinery/computer/card/minor/qm
target_dept = 6
icon_screen = "idqm"
light_color = LIGHT_COLOR_ORANGE
#undef JOB_ALLOWED
@@ -6,6 +6,7 @@
icon_keyboard = "tech_key"
req_access = list(ACCESS_HEADS)
circuit = /obj/item/circuitboard/computer/communications
light_color = LIGHT_COLOR_BLUE
var/auth_id = "Unknown" //Who is currently logged in?
var/list/datum/comm_message/messages = list()
var/datum/comm_message/currmsg
@@ -32,8 +33,6 @@
var/datum/lore/atc_controller/ATC
light_color = LIGHT_COLOR_BLUE
/obj/machinery/computer/communications/proc/checkCCcooldown()
var/obj/item/circuitboard/computer/communications/CM = circuit
if(CM.lastTimeUsed + 600 > world.time)
+1 -2
View File
@@ -7,6 +7,7 @@
icon_keyboard = "med_key"
req_one_access = list(ACCESS_MEDICAL, ACCESS_FORENSICS_LOCKERS)
circuit = /obj/item/circuitboard/computer/med_data
light_color = LIGHT_COLOR_BLUE
var/rank = null
var/screen = null
var/datum/data/record/active1
@@ -17,8 +18,6 @@
var/sortBy = "name"
var/order = 1 // -1 = Descending - 1 = Ascending
light_color = LIGHT_COLOR_BLUE
/obj/machinery/computer/med_data/syndie
icon_keyboard = "syndie_key"
@@ -6,6 +6,7 @@
icon_keyboard = "security_key"
req_access = list(ACCESS_ARMORY)
circuit = /obj/item/circuitboard/computer/gulag_teleporter_console
light_color = COLOR_SOFT_RED
ui_x = 350
ui_y = 295
@@ -15,8 +16,6 @@
var/mob/living/carbon/human/prisoner = null
var/datum/data/record/temporary_record = null
light_color = LIGHT_COLOR_RED
/obj/machinery/computer/prisoner/gulag_teleporter_computer/Initialize()
. = ..()
scan_machinery()
@@ -5,15 +5,14 @@
icon_screen = "explosive"
icon_keyboard = "security_key"
req_access = list(ACCESS_BRIG)
circuit = /obj/item/circuitboard/computer/prisoner
light_color = COLOR_SOFT_RED
var/id = 0
var/temp = null
var/status = 0
var/timeleft = 60
var/stop = 0
var/screen = 0 // 0 - No Access Denied, 1 - Access allowed
circuit = /obj/item/circuitboard/computer/prisoner
light_color = LIGHT_COLOR_RED
/obj/machinery/computer/prisoner/management/ui_interact(mob/user)
. = ..()
+1 -2
View File
@@ -5,6 +5,7 @@
icon_keyboard = "security_key"
req_one_access = list(ACCESS_SECURITY, ACCESS_FORENSICS_LOCKERS)
circuit = /obj/item/circuitboard/computer/secure_data
light_color = COLOR_SOFT_RED
var/rank = null
var/screen = null
var/datum/data/record/active1 = null
@@ -18,8 +19,6 @@
var/sortBy = "name"
var/order = 1 // -1 = Descending - 1 = Ascending
light_color = LIGHT_COLOR_RED
/obj/machinery/computer/secure_data/syndie
icon_keyboard = "syndie_key"
@@ -11,7 +11,7 @@ GLOBAL_LIST_INIT(possible_uplinker_IDs, list("Alfa","Bravo","Charlie","Delta","E
clockwork = TRUE //it'd look weird, at least if ratvar ever got there
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
/////////////////////////////////////////////
/obj/machinery/computer/telecrystals/uplinker
+47 -47
View File
@@ -141,58 +141,58 @@
FOR_DVIEW(var/turf/t, 3, get_turf(src),INVISIBILITY_LIGHTING)
if(t.x == cen.x && t.y > cen.y)
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = LIGHT_COLOR_RED
L.light_power = 30-(get_dist(src,L)*8)
L.range = 1+get_dist(src, L)
L.set_light_color(COLOR_SOFT_RED)
L.set_light_power(30-(get_dist(src,L)*8))
L.set_light_range(1+get_dist(src, L))
spotlights+=L
continue
if(t.x == cen.x && t.y < cen.y)
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = LIGHT_COLOR_PURPLE
L.light_power = 30-(get_dist(src,L)*8)
L.range = 1+get_dist(src, L)
L.set_light_color(LIGHT_COLOR_PURPLE)
L.set_light_power(30-(get_dist(src,L)*8))
L.set_light_range(1+get_dist(src, L))
spotlights+=L
continue
if(t.x > cen.x && t.y == cen.y)
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = LIGHT_COLOR_YELLOW
L.light_power = 30-(get_dist(src,L)*8)
L.range = 1+get_dist(src, L)
L.set_light_color(LIGHT_COLOR_YELLOW)
L.set_light_power((get_dist(src,L)*8))
L.set_light_range(1+get_dist(src, L))
spotlights+=L
continue
if(t.x < cen.x && t.y == cen.y)
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = LIGHT_COLOR_GREEN
L.light_power = 30-(get_dist(src,L)*8)
L.range = 1+get_dist(src, L)
L.set_light_color(LIGHT_COLOR_GREEN)
L.set_light_power((get_dist(src,L)*8))
L.set_light_range(1+get_dist(src, L))
spotlights+=L
continue
if((t.x+1 == cen.x && t.y+1 == cen.y) || (t.x+2==cen.x && t.y+2 == cen.y))
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = LIGHT_COLOR_ORANGE
L.light_power = 30-(get_dist(src,L)*8)
L.range = 1.4+get_dist(src, L)
L.set_light_color(LIGHT_COLOR_ORANGE)
L.set_light_power(30-(get_dist(src,L)*8))
L.set_light_range(1.4+get_dist(src, L))
spotlights+=L
continue
if((t.x-1 == cen.x && t.y-1 == cen.y) || (t.x-2==cen.x && t.y-2 == cen.y))
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = LIGHT_COLOR_CYAN
L.light_power = 30-(get_dist(src,L)*8)
L.range = 1.4+get_dist(src, L)
L.set_light_color(LIGHT_COLOR_CYAN)
L.set_light_power(30-(get_dist(src,L)*8))
L.set_light_range(1.4+get_dist(src, L))
spotlights+=L
continue
if((t.x-1 == cen.x && t.y+1 == cen.y) || (t.x-2==cen.x && t.y+2 == cen.y))
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = LIGHT_COLOR_BLUEGREEN
L.light_power = 30-(get_dist(src,L)*8)
L.range = 1.4+get_dist(src, L)
L.set_light_color(LIGHT_COLOR_BLUEGREEN)
L.set_light_power(30-(get_dist(src,L)*8))
L.set_light_range(1.4+get_dist(src, L))
spotlights+=L
continue
if((t.x+1 == cen.x && t.y-1 == cen.y) || (t.x+2==cen.x && t.y-2 == cen.y))
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = LIGHT_COLOR_BLUE
L.light_power = 30-(get_dist(src,L)*8)
L.range = 1.4+get_dist(src, L)
L.set_light_color(LIGHT_COLOR_BLUE)
L.set_light_power(30-(get_dist(src,L)*8))
L.set_light_range(1.4+get_dist(src, L))
spotlights+=L
continue
continue
@@ -233,50 +233,50 @@
for(var/obj/item/flashlight/spotlight/glow in spotlights) // The multiples reflects custom adjustments to each colors after dozens of tests
if(QDELETED(src) || !active || QDELETED(glow))
return
if(glow.light_color == LIGHT_COLOR_RED)
glow.light_color = LIGHT_COLOR_BLUE
glow.light_power = glow.light_power * 1.48
glow.light_range = 0
if(glow.light_color == COLOR_SOFT_RED)
glow.set_light_color(LIGHT_COLOR_BLUE)
glow.set_light_power(glow.light_power * 1.48)
glow.set_light_range(0)
glow.update_light()
continue
if(glow.light_color == LIGHT_COLOR_BLUE)
glow.light_color = LIGHT_COLOR_GREEN
glow.light_range = glow.range * DISCO_INFENO_RANGE
glow.light_power = glow.light_power * 2 // Any changes to power must come in pairs to neutralize it for other colors
glow.set_light_color(LIGHT_COLOR_GREEN)
glow.set_light_power(glow.light_power * 2) // Any changes to power must come in pairs to neutralize it for other colors
glow.set_light_range(glow.range * DISCO_INFENO_RANGE)
glow.update_light()
continue
if(glow.light_color == LIGHT_COLOR_GREEN)
glow.light_color = LIGHT_COLOR_ORANGE
glow.light_power = glow.light_power * 0.5
glow.light_range = 0
glow.set_light_color(LIGHT_COLOR_ORANGE)
glow.set_light_power(glow.light_power * 0.5)
glow.set_light_range(0)
glow.update_light()
continue
if(glow.light_color == LIGHT_COLOR_ORANGE)
glow.light_color = LIGHT_COLOR_PURPLE
glow.light_power = glow.light_power * 2.27
glow.light_range = glow.range * DISCO_INFENO_RANGE
glow.set_light_color(LIGHT_COLOR_PURPLE)
glow.set_light_power(glow.light_power * 2.27)
glow.set_light_range(glow.range * DISCO_INFENO_RANGE)
glow.update_light()
continue
if(glow.light_color == LIGHT_COLOR_PURPLE)
glow.light_color = LIGHT_COLOR_BLUEGREEN
glow.light_power = glow.light_power * 0.44
glow.light_range = 0
glow.set_light_color(LIGHT_COLOR_BLUEGREEN)
glow.set_light_power(glow.light_power * 0.44)
glow.set_light_range(0)
glow.update_light()
continue
if(glow.light_color == LIGHT_COLOR_BLUEGREEN)
glow.light_color = LIGHT_COLOR_YELLOW
glow.light_range = glow.range * DISCO_INFENO_RANGE
glow.set_light_color(LIGHT_COLOR_YELLOW)
glow.set_light_power(glow.range * DISCO_INFENO_RANGE)
glow.update_light()
continue
if(glow.light_color == LIGHT_COLOR_YELLOW)
glow.light_color = LIGHT_COLOR_CYAN
glow.light_range = 0
glow.set_light_color(LIGHT_COLOR_CYAN)
glow.set_light_range(0)
glow.update_light()
continue
if(glow.light_color == LIGHT_COLOR_CYAN)
glow.light_color = LIGHT_COLOR_RED
glow.light_power = glow.light_power * 0.68
glow.light_range = glow.range * DISCO_INFENO_RANGE
glow.set_light_color(COLOR_SOFT_RED)
glow.set_light_power(glow.light_power * 0.68)
glow.set_light_range(glow.range * DISCO_INFENO_RANGE)
glow.update_light()
continue
if(prob(2)) // Unique effects for the dance floor that show up randomly to mix things up
+2 -2
View File
@@ -671,9 +671,9 @@
else
if(lights && hasPower())
if(locked)
set_light(1, 0.1, "#0000FF")
set_light(1, 0.1, COLOR_BLUE)
else if(emergency)
set_light(1, 0.1, "#FFFF00")
set_light(1, 0.1, COLOR_YELLOW)
else
set_light(0)
else
+1 -1
View File
@@ -352,7 +352,7 @@
note_overlay_file = 'icons/obj/doors/airlocks/external/overlays.dmi'
color_overlay_file = 'icons/obj/doors/airlocks/external/color.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_ext
basecolor = "#ff0000" //red
basecolor = COLOR_RED
/obj/machinery/door/airlock/external/glass
+1 -2
View File
@@ -81,14 +81,13 @@
icon_screen = "dna"
icon_keyboard = "med_key"
circuit = /obj/item/circuitboard/computer/prototype_cloning
light_color = LIGHT_COLOR_BLUE
var/obj/machinery/dna_scannernew/scanner = null //Linked scanner. For scanning.
var/list/pods //Linked experimental cloning pods
var/temp = "Inactive"
var/scantemp = "Ready to Scan"
var/loading = FALSE // Nice loading text
light_color = LIGHT_COLOR_BLUE
/obj/machinery/computer/prototype_cloning/Initialize()
. = ..()
updatemodules(TRUE)
+1 -2
View File
@@ -24,10 +24,9 @@
active_power_usage = 6
power_channel = ENVIRON
resistance_flags = FIRE_PROOF
light_power = 0
light_range = 7
light_color = "#ff3232"
light_color = COLOR_VIVID_RED
var/detecting = 1
var/buildstage = 2 // 2 = complete, 1 = no wires, 0 = circuit gone
+1 -1
View File
@@ -7,7 +7,7 @@
icon_state = "mflash1"
max_integrity = 250
integrity_failure = 100
light_color = LIGHT_COLOR_WHITE
light_color = COLOR_WHITE
light_power = FLASH_LIGHT_POWER
var/obj/item/assembly/flash/handheld/bulb
var/id = null
+1 -1
View File
@@ -55,7 +55,7 @@
/obj/structure/emergency_shield/invoker
name = "Invoker's Shield"
desc = "A weak shield summoned by cultists to protect them while they carry out delicate rituals."
color = "#FF0000"
color = COLOR_RED
max_integrity = 20
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
layer = ABOVE_MOB_LAYER
+1 -2
View File
@@ -21,6 +21,7 @@
use_power = IDLE_POWER_USE
idle_power_usage = 50
circuit = /obj/item/circuitboard/computer/slot_machine
light_color = LIGHT_COLOR_BROWN
var/money = 3000 //How much money it has CONSUMED
var/plays = 0
var/working = 0
@@ -30,8 +31,6 @@
var/list/reels = list(list("", "", "") = 0, list("", "", "") = 0, list("", "", "") = 0, list("", "", "") = 0, list("", "", "") = 0)
var/list/symbols = list(SEVEN = 1, "<font color='orange'>&</font>" = 2, "<font color='yellow'>@</font>" = 2, "<font color='green'>$</font>" = 2, "<font color='blue'>?</font>" = 2, "<font color='grey'>#</font>" = 2, "<font color='white'>!</font>" = 2, "<font color='fuchsia'>%</font>" = 2) //if people are winning too much, multiply every number in this list by 2 and see if they are still winning too much.
light_color = LIGHT_COLOR_BROWN
/obj/machinery/computer/slot_machine/Initialize()
. = ..()
jackpots = rand(1, 4) //false hope
@@ -9,6 +9,7 @@
desc = "Used to monitor the crew's PDA messages, as well as request console messages."
icon_screen = "comm_logs"
circuit = /obj/item/circuitboard/computer/message_monitor
light_color = LIGHT_COLOR_GREEN
//Servers, and server linked to.
var/network = "tcommsat" // the network to probe
@@ -34,8 +35,6 @@
var/customjob = "Admin"
var/custommessage = "This is a test, please ignore."
light_color = LIGHT_COLOR_GREEN
/obj/machinery/computer/message_monitor/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE,\
datum/tgui/master_ui = null, datum/tgui_state/state = GLOB.tgui_default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+1 -1
View File
@@ -73,8 +73,8 @@
icon_screen = "recharge_comp"
icon_keyboard = "rd_key"
circuit = /obj/item/circuitboard/computer/mech_bay_power_console
var/obj/machinery/mech_bay_recharge_port/recharge_port
light_color = LIGHT_COLOR_PINK
var/obj/machinery/mech_bay_recharge_port/recharge_port
/obj/machinery/computer/mech_bay_power_console/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/tgui_state/state = GLOB.tgui_default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+1 -1
View File
@@ -8,7 +8,7 @@
invisibility = INVISIBILITY_OBSERVER
anchored = TRUE
layer = GHOST_LAYER
color = "#ff0000" // text color
color = COLOR_RED // text color
var/text_size = 3 // larger values clip when the displayed text is larger than 2 digits.
var/started = FALSE
var/displayed_text
+3 -3
View File
@@ -115,7 +115,7 @@
name = "Red Orb"
desc = "You feel angry just looking at it."
duration = 1200 //2min
color = "#FF0000"
color = COLOR_RED
/obj/effect/mine/pickup/bloodbath/mineEffect(mob/living/carbon/victim)
if(!victim.client || !istype(victim))
@@ -152,7 +152,7 @@
/obj/effect/mine/pickup/healing
name = "Blue Orb"
desc = "You feel better just looking at it."
color = "#0000FF"
color = COLOR_BLUE
/obj/effect/mine/pickup/healing/mineEffect(mob/living/carbon/victim)
if(!victim.client || !istype(victim))
@@ -163,7 +163,7 @@
/obj/effect/mine/pickup/speed
name = "Yellow Orb"
desc = "You feel faster just looking at it."
color = "#FFFF00"
color = COLOR_YELLOW
duration = 300
/obj/effect/mine/pickup/speed/mineEffect(mob/living/carbon/victim)
+1 -1
View File
@@ -75,7 +75,7 @@
name = "lighting fx obj"
desc = "Tell a coder if you're seeing this."
icon_state = "nothing"
light_color = "#FFFFFF"
light_color = COLOR_WHITE
light_range = MINIMUM_USEFUL_LIGHT_RANGE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
+1 -1
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@@ -2,7 +2,7 @@
name = "bundle spawner"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x2"
color = "#00FF00"
color = COLOR_GREEN
var/list/items
+3 -3
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@@ -764,7 +764,7 @@ RLD
var/obj/machinery/light/L = new /obj/machinery/light(light)
L.setDir(align)
L.color = color_choice
L.light_color = L.color
L.set_light_color(L.color)
return TRUE
return FALSE
@@ -784,7 +784,7 @@ RLD
var/destination = get_turf(A)
var/obj/machinery/light/floor/FL = new /obj/machinery/light/floor(destination)
FL.color = color_choice
FL.light_color = FL.color
FL.set_light_color(FL.color)
return TRUE
return FALSE
@@ -794,7 +794,7 @@ RLD
to_chat(user, "<span class='notice'>You fire a glowstick!</span>")
var/obj/item/flashlight/glowstick/G = new /obj/item/flashlight/glowstick(start)
G.color = color_choice
G.light_color = G.color
G.set_light_color(G.color)
G.throw_at(A, 9, 3, user)
G.on = TRUE
G.update_brightness()
+2 -2
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@@ -574,7 +574,7 @@
//Polychromatic Knight Badge
/obj/item/card/id/knight
var/id_color = "#00FF00" //defaults to green
var/id_color = COLOR_GREEN //defaults to green
name = "knight badge"
icon_state = "knight"
desc = "A badge denoting the owner as a knight! It has a strip for swiping like an ID"
@@ -624,7 +624,7 @@
. += "<span class='notice'>Alt-click to recolor it.</span>"
/obj/item/card/id/knight/blue
id_color = "#0000FF"
id_color = COLOR_BLUE
/obj/item/card/id/knight/captain
id_color = "#FFD700"
+7 -5
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@@ -502,9 +502,15 @@ CIGARETTE PACKETS ARE IN FANCY.DM
icon = 'icons/obj/cigarettes.dmi'
icon_state = "zippo"
item_state = "zippo"
heat = 1500
grind_results = list(/datum/reagent/iron = 1, /datum/reagent/fuel = 5, /datum/reagent/oil = 5)
w_class = WEIGHT_CLASS_TINY
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
resistance_flags = FIRE_PROOF
price = 1
light_color = LIGHT_COLOR_FIRE
var/lit = 0
var/fancy = TRUE
var/overlay_state
@@ -514,10 +520,6 @@ CIGARETTE PACKETS ARE IN FANCY.DM
"thirteen",
"snake"
)
heat = 1500
resistance_flags = FIRE_PROOF
light_color = LIGHT_COLOR_FIRE
grind_results = list(/datum/reagent/iron = 1, /datum/reagent/fuel = 5, /datum/reagent/oil = 5)
/obj/item/lighter/Initialize()
. = ..()
@@ -906,7 +908,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
icon_state = null
item_state = null
w_class = WEIGHT_CLASS_NORMAL
light_color = "#FFCC66"
light_color = COLOR_CREAMY_ORANGE
var/icon_off = "bong"
var/icon_on = "bong_lit"
var/chem_volume = 100
+2 -2
View File
@@ -30,7 +30,7 @@
w_class = WEIGHT_CLASS_TINY
attack_verb = list("attacked", "coloured")
grind_results = list()
var/paint_color = "#FF0000" //RGB
var/paint_color = COLOR_RED
var/drawtype
var/text_buffer = ""
@@ -791,7 +791,7 @@
charges = 100
reagent_contents = list(/datum/reagent/clf3 = 1)
actually_paints = FALSE
paint_color = "#000000"
paint_color = COLOR_BLACK
/obj/item/toy/crayon/spraycan/lubecan
name = "slippery spraycan"
+2 -2
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@@ -44,7 +44,7 @@ GLOBAL_LIST_EMPTY(PDAs)
var/current_overlays = PDA_STANDARD_OVERLAYS
var/font_index = 0 //This int tells DM which font is currently selected and lets DM know when the last font has been selected so that it can cycle back to the first font when "toggle font" is pressed again.
var/font_mode = "font-family:monospace;" //The currently selected font.
var/background_color = "#808000" //The currently selected background color.
var/background_color = COLOR_OLIVE //The currently selected background color.
#define FONT_MONO "font-family:monospace;"
#define FONT_SHARE "font-family:\"Share Tech Mono\", monospace;letter-spacing:0px;"
@@ -60,7 +60,7 @@ GLOBAL_LIST_EMPTY(PDAs)
var/fon = FALSE //Is the flashlight function on?
var/f_lum = 2.3 //Luminosity for the flashlight function
var/f_pow = 0.6 //Power for the flashlight function
var/f_col = "#FFCC66" //Color for the flashlight function
var/f_col = COLOR_CREAMY_ORANGE //Color for the flashlight function
var/silent = FALSE //To beep or not to beep, that is the question
var/toff = FALSE //If TRUE, messenger disabled
var/tnote = null //Current Texts
+11 -12
View File
@@ -11,10 +11,10 @@
slot_flags = ITEM_SLOT_BELT
materials = list(MAT_METAL=50, MAT_GLASS=20)
actions_types = list(/datum/action/item_action/toggle_light)
light_color = COLOR_CREAMY_ORANGE
var/on = FALSE
var/brightness_on = 4 //range of light when on
var/flashlight_power = 0.8 //strength of the light when on
light_color = "#FFCC66"
/obj/item/flashlight/Initialize()
. = ..()
@@ -26,9 +26,10 @@
if(on)
icon_state = "[initial(icon_state)]-on"
if(flashlight_power)
set_light(l_range = brightness_on, l_power = flashlight_power)
set_light_range(brightness_on)
set_light_power(flashlight_power)
else
set_light(brightness_on)
set_light_range(brightness_on)
else
icon_state = initial(icon_state)
set_light(0)
@@ -258,16 +259,15 @@
desc = "A red Kinaris issued flare. There are instructions on the side, it reads 'pull cord, make light'."
w_class = WEIGHT_CLASS_SMALL
brightness_on = 7 // Pretty bright.
light_color = "#FA421A"
icon_state = "flare"
item_state = "flare"
actions_types = list()
var/fuel = 0
var/on_damage = 7
var/produce_heat = 1500
heat = 1000
light_color = LIGHT_COLOR_FLARE
grind_results = list(/datum/reagent/sulfur = 15)
var/fuel = 0
var/on_damage = 7
var/produce_heat = 1500
/obj/item/flashlight/flare/New()
fuel = rand(800, 1000) // Sorry for changing this so much but I keep under-estimating how long X number of ticks last in seconds.
@@ -332,14 +332,13 @@
desc = "A torch fashioned from some leaves and a log."
w_class = WEIGHT_CLASS_BULKY
brightness_on = 4
light_color = "#FAA44B"
icon_state = "torch"
item_state = "torch"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
light_color = LIGHT_COLOR_ORANGE
on_damage = 10
slot_flags = null
light_color = LIGHT_COLOR_FIRE
/obj/item/flashlight/lantern
name = "lantern"
@@ -349,8 +348,8 @@
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
desc = "A mining lantern."
brightness_on = 6 // luminosity when on
light_color = "#FFAA44"
flashlight_power = 0.75
light_color = LIGHT_COLOR_FIRE
/obj/item/flashlight/slime
@@ -491,7 +490,7 @@
/obj/item/flashlight/glowstick/red
name = "red glowstick"
color = LIGHT_COLOR_RED
color = COLOR_SOFT_RED
/obj/item/flashlight/glowstick/blue
name = "blue glowstick"
@@ -517,7 +516,7 @@
name = "disco light"
desc = "Groovy..."
icon_state = null
light_color = null
light_color = COLOR_WHITE
brightness_on = 0
flashlight_power = 1
light_range = 0
@@ -112,7 +112,7 @@
playsound(src, 'sound/effects/splat.ogg', 50, TRUE, frequency = 0.5)
jill.apply_damage(9999, BRUTE, BODY_ZONE_HEAD)
jill.death() //just in case, for some reason, they're still alive
flash_color(jill, flash_color = "#FF0000", flash_time = 100)
flash_color(jill, flash_color = COLOR_RED, flash_time = 100)
/obj/item/reverse_bear_trap/proc/reset()
ticking = FALSE
+1 -1
View File
@@ -14,6 +14,7 @@
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=500)
resistance_flags = FIRE_PROOF
trigger_guard = TRIGGER_GUARD_NORMAL
var/status = FALSE
var/lit = FALSE //on or off
var/operating = FALSE//cooldown
@@ -25,7 +26,6 @@
var/create_full = FALSE
var/create_with_tank = FALSE
var/igniter_type = /obj/item/assembly/igniter
trigger_guard = TRIGGER_GUARD_NORMAL
/obj/item/flamethrower/Destroy()
if(weldtool)
@@ -13,7 +13,7 @@
return
do_sparks(rand(5, 9), FALSE, src)
playsound(flashbang_turf, 'sound/weapons/flashbang.ogg', 100, TRUE, 8, 0.9)
new /obj/effect/dummy/lighting_obj (flashbang_turf, LIGHT_COLOR_WHITE, (flashbang_range + 2), 4, 2)
new /obj/effect/dummy/lighting_obj (flashbang_turf, COLOR_WHITE, (flashbang_range + 2), 4, 2)
for(var/mob/living/M in get_hearers_in_view(flashbang_range, flashbang_turf))
bang(get_turf(M), M)
qdel(src)
+4 -4
View File
@@ -114,7 +114,7 @@
icon_state = "cuff"
item_state = "coil"
item_color = "red"
color = "#ff0000"
color = COLOR_RED
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
materials = list(MAT_METAL=150, MAT_GLASS=75)
@@ -136,11 +136,11 @@
/obj/item/restraints/handcuffs/cable/red
item_color = "red"
color = "#ff0000"
color = COLOR_RED
/obj/item/restraints/handcuffs/cable/yellow
item_color = "yellow"
color = "#ffff00"
color = COLOR_YELLOW
/obj/item/restraints/handcuffs/cable/blue
item_color = "blue"
@@ -160,7 +160,7 @@
/obj/item/restraints/handcuffs/cable/cyan
item_color = "cyan"
color = "#00ffff"
color = COLOR_CYAN
/obj/item/restraints/handcuffs/cable/white
item_color = "white"
+1 -1
View File
@@ -46,7 +46,7 @@
color_val = !color_val
if(istype(target))
current = WEAKREF(target)
target.add_atom_colour(color_val? "#ffff00" : "#00ffff", FIXED_COLOUR_PRIORITY)
target.add_atom_colour(color_val? COLOR_YELLOW : COLOR_CYAN, FIXED_COLOUR_PRIORITY)
/obj/item/hot_potato/proc/detonate()
var/atom/location = loc
+6 -6
View File
@@ -81,8 +81,8 @@
armour_penetration = 100
attack_verb_off = list("attacked", "chopped", "cleaved", "torn", "cut")
attack_verb_on = list()
light_color = "#40ceff"
total_mass = null
light_color = LIGHT_COLOR_LIGHT_CYAN
/obj/item/melee/transforming/energy/axe/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!</span>")
@@ -141,15 +141,15 @@
hitcost = 75 //Costs more than a standard cyborg esword
w_class = WEIGHT_CLASS_NORMAL
sharpness = IS_SHARP
light_color = "#40ceff"
tool_behaviour = TOOL_SAW
toolspeed = 0.7
light_color = LIGHT_COLOR_LIGHT_CYAN
/obj/item/melee/transforming/energy/sword/cyborg/saw/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
return 0
/obj/item/melee/transforming/energy/sword/saber
var/list/possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
var/list/possible_colors = list("red" = COLOR_SOFT_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
var/hacked = FALSE
/obj/item/melee/transforming/energy/sword/saber/Initialize(mapload)
@@ -163,11 +163,11 @@
. = ..()
if(hacked)
var/set_color = pick(possible_colors)
light_color = possible_colors[set_color]
set_light_color(possible_colors[set_color])
update_light()
/obj/item/melee/transforming/energy/sword/saber/red
possible_colors = list("red" = LIGHT_COLOR_RED)
possible_colors = list("red" = COLOR_SOFT_RED)
/obj/item/melee/transforming/energy/sword/saber/blue
possible_colors = list("blue" = LIGHT_COLOR_LIGHT_CYAN)
@@ -200,7 +200,7 @@
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
icon_state_on = "cutlass1"
light_color = "#ff0000"
light_color = COLOR_RED
/obj/item/melee/transforming/energy/blade
name = "energy blade"
+2 -2
View File
@@ -249,11 +249,11 @@
/obj/item/godstaff/red
icon_state = "godstaff-red"
conversion_color = "#ff0000"
conversion_color = COLOR_RED
/obj/item/godstaff/blue
icon_state = "godstaff-blue"
conversion_color = "#0000ff"
conversion_color = COLOR_BLUE
/obj/item/clothing/gloves/plate
name = "Plate Gauntlets"
@@ -82,21 +82,21 @@
item_state = "tile-fairygrass"
turf_type = /turf/open/floor/grass/fairy
resistance_flags = FLAMMABLE
color = "#33CCFF"
color = COLOR_BLUE_LIGHT
/obj/item/stack/tile/fairygrass/white
name = "white fairygrass tile"
singular_name = "white fairygrass floor tile"
desc = "A patch of odd, glowing white grass."
turf_type = /turf/open/floor/grass/fairy/white
color = "#FFFFFF"
color = COLOR_WHITE
/obj/item/stack/tile/fairygrass/red
name = "red fairygrass tile"
singular_name = "red fairygrass floor tile"
desc = "A patch of odd, glowing red grass."
turf_type = /turf/open/floor/grass/fairy/red
color = "#FF3333"
color = COLOR_RED_LIGHT
/obj/item/stack/tile/fairygrass/yellow
name = "yellow fairygrass tile"
+6 -7
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@@ -13,14 +13,14 @@
throwforce = 5
hitsound = "swing_hit"
usesound = list('sound/items/welder.ogg', 'sound/items/welder2.ogg')
var/acti_sound = 'sound/items/welderactivate.ogg'
var/deac_sound = 'sound/items/welderdeactivate.ogg'
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
resistance_flags = FIRE_PROOF
heat = 3800
tool_behaviour = TOOL_WELDER
toolspeed = 1
materials = list(MAT_METAL=70, MAT_GLASS=30)
var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2)
var/status = TRUE //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
@@ -30,9 +30,8 @@
var/light_intensity = 2 //how powerful the emitted light is when used.
var/progress_flash_divisor = 10
var/burned_fuel_for = 0 //when fuel was last removed
heat = 3800
tool_behaviour = TOOL_WELDER
toolspeed = 1
var/acti_sound = 'sound/items/welderactivate.ogg'
var/deac_sound = 'sound/items/welderdeactivate.ogg'
drop_sound = 'sound/items/handling/weldingtool_drop.ogg'
pickup_sound = 'sound/items/handling/weldingtool_pickup.ogg'
@@ -354,12 +353,12 @@
item_state = "exwelder"
max_fuel = 40
materials = list(MAT_METAL=70, MAT_GLASS=120)
var/last_gen = 0
change_icons = 0
can_off_process = 1
light_intensity = 1
toolspeed = 0.5
var/nextrefueltick = 0
var/last_gen = 0
/obj/item/weldingtool/experimental/brass
name = "brass welding tool"
+4 -4
View File
@@ -284,7 +284,7 @@
var/hitsound_on = 'sound/weapons/blade1.ogg'
armour_penetration = 35
item_color = "green"
light_color = "#00ff00"//green
light_color = COLOR_GREEN
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 75
max_integrity = 200
@@ -293,7 +293,7 @@
var/hacked = FALSE
var/brightness_on = 6 //TWICE AS BRIGHT AS A REGULAR ESWORD
var/list/possible_colors = list("red", "blue", "green", "purple")
var/list/rainbow_colors = list(LIGHT_COLOR_RED, LIGHT_COLOR_GREEN, LIGHT_COLOR_LIGHT_CYAN, LIGHT_COLOR_LAVENDER)
var/list/rainbow_colors = list(COLOR_SOFT_RED, LIGHT_COLOR_GREEN, LIGHT_COLOR_LIGHT_CYAN, LIGHT_COLOR_LAVENDER)
var/spinnable = TRUE
total_mass = 0.4 //Survival flashlights typically weigh around 5 ounces.
var/total_mass_on = 3.4
@@ -329,7 +329,7 @@
item_color = pick(possible_colors)
switch(item_color)
if("red")
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
if("green")
light_color = LIGHT_COLOR_GREEN
if("blue")
@@ -711,7 +711,7 @@
/obj/item/twohanded/pitchfork/demonic/Initialize()
. = ..()
set_light(3,6,LIGHT_COLOR_RED)
set_light(3,6,COLOR_SOFT_RED)
/obj/item/twohanded/pitchfork/demonic/greater
force = 24
+3 -3
View File
@@ -174,11 +174,11 @@
var/obj/item/pen/P = I
switch(P.colour)
if("black")
return "#000000"
return COLOR_BLACK
if("blue")
return "#0000ff"
return COLOR_BLUE
if("red")
return "#ff0000"
return COLOR_RED
return P.colour
else if(istype(I, /obj/item/soap) || istype(I, /obj/item/reagent_containers/rag))
return canvas_color
+1 -1
View File
@@ -350,7 +350,7 @@
name = "photosynthetic potted plant"
desc = "A bioluminescent plant."
icon_state = "plant-09"
light_color = "#2cb2e8"
light_color = COLOR_BRIGHT_BLUE
light_range = 3
@@ -109,19 +109,19 @@
floor_tile = /obj/item/stack/tile/fairygrass
light_range = 2
light_power = 0.80
light_color = "#33CCFF"
color = "#33CCFF"
light_color = COLOR_BLUE_LIGHT
color = COLOR_BLUE_LIGHT
/turf/open/floor/grass/fairy/white
name = "white fairygrass patch"
light_color = "#FFFFFF"
color = "#FFFFFF"
light_color = COLOR_WHITE
color = COLOR_WHITE
floor_tile = /obj/item/stack/tile/fairygrass/white
/turf/open/floor/grass/fairy/red
name = "red fairygrass patch"
light_color = "#FF3333"
color = "#FF3333"
light_color = COLOR_RED_LIGHT
color = COLOR_RED_LIGHT
floor_tile = /obj/item/stack/tile/fairygrass/red
/turf/open/floor/grass/fairy/yellow
@@ -23,7 +23,7 @@
/turf/open/floor/light/break_tile()
..()
light_range = 0
set_light_range(0)
update_light()
/turf/open/floor/light/update_icon()
@@ -31,10 +31,10 @@
if(on)
if(LAZYLEN(SSmapping.nuke_threats))
icon_state = "rcircuitanim"
light_color = LIGHT_COLOR_FLARE
set_light_color(LIGHT_COLOR_FLARE)
else
icon_state = icon_normal
light_color = initial(light_color)
set_light_color(initial(light_color))
set_light(1.4, 0.5)
else
icon_state = "[icon_normal]off"