diff --git a/code/game/objects/items/devices/flashlight.dm b/code/game/objects/items/devices/flashlight.dm index 79f65907c5b..5a1f529d9d4 100644 --- a/code/game/objects/items/devices/flashlight.dm +++ b/code/game/objects/items/devices/flashlight.dm @@ -9,7 +9,7 @@ slot_flags = SLOT_BELT materials = list(MAT_METAL=50, MAT_GLASS=20) actions_types = list(/datum/action/item_action/toggle_light) - var/on = 0 + var/on = FALSE var/brightness_on = 4 //luminosity when on /obj/item/flashlight/Initialize() @@ -85,7 +85,7 @@ /obj/item/flashlight/extinguish_light() if(on) - on = 0 + on = FALSE update_brightness() /obj/item/flashlight/pen @@ -126,7 +126,7 @@ w_class = WEIGHT_CLASS_BULKY flags = CONDUCT materials = list() - on = 1 + on = TRUE // green-shaded desk lamp @@ -239,7 +239,7 @@ obj/item/flashlight/lamp/bananalamp brightness_on = 6 light_color = "#FFBF00" materials = list() - on = 1 //Bio-luminesence has one setting, on. + on = TRUE //Bio-luminesence has one setting, on. /obj/item/flashlight/slime/New() set_light(brightness_on) diff --git a/code/modules/clothing/head/hardhat.dm b/code/modules/clothing/head/hardhat.dm index 95137650612..9392b91f75e 100644 --- a/code/modules/clothing/head/hardhat.dm +++ b/code/modules/clothing/head/hardhat.dm @@ -5,7 +5,7 @@ icon_state = "hardhat0_yellow" item_state = "hardhat0_yellow" var/brightness_on = 4 //luminosity when on - var/on = 0 + var/on = FALSE item_color = "yellow" //Determines used sprites: hardhat[on]_[color] and hardhat[on]_[color]2 (lying down sprite) armor = list(melee = 15, bullet = 5, laser = 20, energy = 10, bomb = 20, bio = 10, rad = 20) flags_inv = 0 @@ -28,7 +28,7 @@ /obj/item/clothing/head/hardhat/extinguish_light() if(on) - on = 0 + on = FALSE set_light(0) icon_state = "hardhat0_[item_color]" item_state = "hardhat0_[item_color]" diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm index a4d2dfba09a..5897116f93e 100644 --- a/code/modules/mob/living/carbon/human/human.dm +++ b/code/modules/mob/living/carbon/human/human.dm @@ -2022,5 +2022,5 @@ Eyes need to have significantly high darksight to shine unless the mob has the X var/obj/item/organ/internal/lantern/O = get_int_organ(/obj/item/organ/internal/lantern) if(O && O.glowing) - O.toggle_biolum(1) + O.toggle_biolum(TRUE) visible_message("[src] is engulfed in shadows and fades into the darkness.", "A sense of dread washes over you as you suddenly dim dark.") diff --git a/code/modules/mob/living/silicon/pai/pai.dm b/code/modules/mob/living/silicon/pai/pai.dm index 6c168838fe0..d61de439ca2 100644 --- a/code/modules/mob/living/silicon/pai/pai.dm +++ b/code/modules/mob/living/silicon/pai/pai.dm @@ -79,7 +79,7 @@ var/obj/item/integrated_radio/signal/sradio // AI's signaller var/translator_on = 0 // keeps track of the translator module - var/flashlight_on = 0 //keeps track of the flashlight module + var/flashlight_on = FALSE //keeps track of the flashlight module var/current_pda_messaging = null var/custom_sprite = 0 @@ -620,5 +620,5 @@ loc = card /mob/living/silicon/pai/extinguish_light() - flashlight_on = 0 + flashlight_on = FALSE set_light(0) diff --git a/code/modules/power/lighting.dm b/code/modules/power/lighting.dm index c911a5ceb8e..99a36fdfcb4 100644 --- a/code/modules/power/lighting.dm +++ b/code/modules/power/lighting.dm @@ -137,7 +137,7 @@ idle_power_usage = 2 active_power_usage = 20 power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list - var/on = 0 // 1 if on, 0 if off + var/on = FALSE // 1 if on, 0 if off var/on_gs = 0 var/static_power_used = 0 var/brightness_range = 8 // luminosity when on, also used in power calculation @@ -212,7 +212,7 @@ /obj/machinery/light/Destroy() var/area/A = get_area(src) if(A) - on = 0 + on = FALSE // A.update_lights() return ..() @@ -223,13 +223,13 @@ icon_state = "[base_state][on]" if(LIGHT_EMPTY) icon_state = "[base_state]-empty" - on = 0 + on = FALSE if(LIGHT_BURNED) icon_state = "[base_state]-burned" - on = 0 + on = FALSE if(LIGHT_BROKEN) icon_state = "[base_state]-broken" - on = 0 + on = FALSE return // update the icon_state and luminosity of the light depending on its state @@ -254,7 +254,7 @@ if(status == LIGHT_OK && trigger) status = LIGHT_BURNED icon_state = "[base_state]-burned" - on = 0 + on = FALSE set_light(0) else use_power = 2 @@ -734,6 +734,6 @@ return FIRELOSS /obj/machinery/light/extinguish_light() - on = 0 + on = FALSE visible_message("[src] flickers and falls dark.") update(0)