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)