Revert "Merge branch 'master' into fairylights"

This reverts commit 2947727659, reversing
changes made to 91063fe882.
This commit is contained in:
Dahlular
2022-07-09 04:55:33 -06:00
parent eb22b66720
commit e51460cb5d
123 changed files with 2065 additions and 3633 deletions
-16
View File
@@ -104,8 +104,6 @@
var/icon_update_needed = FALSE
var/obj/machinery/computer/apc_control/remote_control = null
var/obj/effect/light/lighteffect //light effect
/obj/machinery/power/apc/unlocked
locked = FALSE
@@ -187,8 +185,6 @@
addtimer(CALLBACK(src, .proc/update), 5)
/obj/machinery/power/apc/Destroy()
if(lighteffect)
lighteffect.Del()
GLOB.apcs_list -= src
if(malfai && operating)
@@ -324,13 +320,6 @@
// And now, separately for cleanness, the lighting changing
if(update_state & UPSTATE_ALLGOOD)
if(!lighteffect)//make the light
lighteffect = new/obj/effect/light
lighteffect.loc = src.loc
lighteffect.alpha = 50
lighteffect.pixel_x = pixel_x
lighteffect.pixel_y = pixel_y
switch(charging)
if(APC_NOT_CHARGING)
light_color = LIGHT_COLOR_RED
@@ -339,7 +328,6 @@
if(APC_FULLY_CHARGED)
light_color = LIGHT_COLOR_GREEN
set_light(lon_range)
lighteffect.color = light_color
else if(update_state & UPSTATE_BLUESCREEN)
light_color = LIGHT_COLOR_BLUE
set_light(lon_range)
@@ -348,10 +336,6 @@
icon_update_needed = FALSE
/obj/machinery/power/apc/Move()
if(lighteffect)
lighteffect.loc = src.loc //move the light overlay
/obj/machinery/power/apc/proc/check_updates()
var/last_update_state = update_state
var/last_update_overlay = update_overlay
-18
View File
@@ -223,9 +223,6 @@
var/bulb_emergency_pow_mul = 0.75 // the multiplier for determining the light's power in emergency mode
var/bulb_emergency_pow_min = 0.5 // the minimum value for the light's power in emergency mode
var/obj/effect/light/lighteffect //light effect
/obj/machinery/light/broken
status = LIGHT_BROKEN
icon_state = "tube-broken"
@@ -245,8 +242,6 @@
icon_state = "bulb-broken"
/obj/machinery/light/Move()
if(lighteffect)
lighteffect.loc = src.loc
if(status != LIGHT_BROKEN)
break_light_tube(1)
return ..()
@@ -290,8 +285,6 @@
/obj/machinery/light/Destroy()
var/area/A = get_area(src)
if(lighteffect)
lighteffect.Del()
if(A)
on = FALSE
// A.update_lights()
@@ -299,35 +292,24 @@
return ..()
/obj/machinery/light/update_icon()
if(!lighteffect) //dont have a light bloom, make it.
lighteffect = new/obj/effect/light/large
lighteffect.loc = src.loc
cut_overlays()
switch(status) // set icon_states
if(LIGHT_OK)
var/area/A = get_area(src)
if(emergency_mode || (A && A.fire))
icon_state = "[base_state]_emergency"
lighteffect.alpha = 0
else
icon_state = "[base_state]"
if(on)
lighteffect.alpha = CLAMP(light_power*35, 5, 100)
lighteffect.color = light_color
var/mutable_appearance/glowybit = mutable_appearance(overlayicon, base_state, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
glowybit.alpha = CLAMP(light_power*250, 30, 200)
add_overlay(glowybit)
if(LIGHT_EMPTY)
icon_state = "[base_state]-empty"
lighteffect.alpha = 0
if(LIGHT_BURNED)
icon_state = "[base_state]-burned"
lighteffect.alpha = 0
if(LIGHT_BROKEN)
icon_state = "[base_state]-broken"
lighteffect.alpha = 0
if(!on)
lighteffect.alpha = 0
return
// update the icon_state and luminosity of the light depending on its state