mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-24 20:47:10 +01:00
Fix booleans
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@@ -9,7 +9,7 @@
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slot_flags = SLOT_BELT
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materials = list(MAT_METAL=50, MAT_GLASS=20)
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actions_types = list(/datum/action/item_action/toggle_light)
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var/on = 0
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var/on = FALSE
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var/brightness_on = 4 //luminosity when on
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/obj/item/flashlight/Initialize()
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@@ -85,7 +85,7 @@
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/obj/item/flashlight/extinguish_light()
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if(on)
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on = 0
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on = FALSE
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update_brightness()
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/obj/item/flashlight/pen
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@@ -126,7 +126,7 @@
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w_class = WEIGHT_CLASS_BULKY
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flags = CONDUCT
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materials = list()
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on = 1
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on = TRUE
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// green-shaded desk lamp
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@@ -239,7 +239,7 @@ obj/item/flashlight/lamp/bananalamp
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brightness_on = 6
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light_color = "#FFBF00"
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materials = list()
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on = 1 //Bio-luminesence has one setting, on.
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on = TRUE //Bio-luminesence has one setting, on.
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/obj/item/flashlight/slime/New()
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set_light(brightness_on)
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@@ -5,7 +5,7 @@
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icon_state = "hardhat0_yellow"
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item_state = "hardhat0_yellow"
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var/brightness_on = 4 //luminosity when on
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var/on = 0
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var/on = FALSE
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item_color = "yellow" //Determines used sprites: hardhat[on]_[color] and hardhat[on]_[color]2 (lying down sprite)
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armor = list(melee = 15, bullet = 5, laser = 20, energy = 10, bomb = 20, bio = 10, rad = 20)
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flags_inv = 0
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@@ -28,7 +28,7 @@
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/obj/item/clothing/head/hardhat/extinguish_light()
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if(on)
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on = 0
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on = FALSE
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set_light(0)
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icon_state = "hardhat0_[item_color]"
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item_state = "hardhat0_[item_color]"
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@@ -2022,5 +2022,5 @@ Eyes need to have significantly high darksight to shine unless the mob has the X
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var/obj/item/organ/internal/lantern/O = get_int_organ(/obj/item/organ/internal/lantern)
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if(O && O.glowing)
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O.toggle_biolum(1)
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O.toggle_biolum(TRUE)
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visible_message("<span class='danger'>[src] is engulfed in shadows and fades into the darkness.</span>", "<span class='danger'>A sense of dread washes over you as you suddenly dim dark.</span>")
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@@ -79,7 +79,7 @@
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var/obj/item/integrated_radio/signal/sradio // AI's signaller
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var/translator_on = 0 // keeps track of the translator module
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var/flashlight_on = 0 //keeps track of the flashlight module
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var/flashlight_on = FALSE //keeps track of the flashlight module
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var/current_pda_messaging = null
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var/custom_sprite = 0
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@@ -620,5 +620,5 @@
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loc = card
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/mob/living/silicon/pai/extinguish_light()
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flashlight_on = 0
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flashlight_on = FALSE
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set_light(0)
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@@ -137,7 +137,7 @@
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idle_power_usage = 2
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active_power_usage = 20
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power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
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var/on = 0 // 1 if on, 0 if off
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var/on = FALSE // 1 if on, 0 if off
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var/on_gs = 0
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var/static_power_used = 0
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var/brightness_range = 8 // luminosity when on, also used in power calculation
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@@ -212,7 +212,7 @@
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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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on = FALSE
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// A.update_lights()
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return ..()
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@@ -223,13 +223,13 @@
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icon_state = "[base_state][on]"
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if(LIGHT_EMPTY)
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icon_state = "[base_state]-empty"
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on = 0
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on = FALSE
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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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on = FALSE
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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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on = FALSE
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return
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// update the icon_state and luminosity of the light depending on its state
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@@ -254,7 +254,7 @@
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if(status == LIGHT_OK && trigger)
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status = LIGHT_BURNED
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icon_state = "[base_state]-burned"
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on = 0
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on = FALSE
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set_light(0)
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else
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use_power = 2
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@@ -734,6 +734,6 @@
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return FIRELOSS
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/obj/machinery/light/extinguish_light()
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on = 0
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on = FALSE
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visible_message("<span class='danger'>[src] flickers and falls dark.</span>")
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update(0)
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