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Fix booleans
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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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