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Merge branch 'pai_light' of https://github.com/Tayyyyyyy/Paradise into pai_light
Conflicts: code/game/gamemodes/shadowling/shadowling_abilities.dm code/game/objects/items/devices/flashlight.dm code/modules/mob/living/carbon/human/human.dm code/modules/mob/living/living.dm code/modules/mob/living/silicon/robot/robot.dm Changes to be committed: modified: code/game/gamemodes/shadowling/shadowling_abilities.dm modified: code/game/machinery/computer/computer.dm modified: code/game/machinery/floodlight.dm modified: code/game/objects/items/devices/flashlight.dm modified: code/game/objects/items/devices/paicard.dm modified: code/modules/clothing/head/hardhat.dm modified: code/modules/clothing/spacesuits/hardsuit.dm modified: code/modules/clothing/spacesuits/plasmamen.dm modified: code/modules/lighting/lighting_atom.dm modified: code/modules/mob/living/carbon/human/human.dm modified: code/modules/mob/living/living.dm modified: code/modules/mob/living/silicon/pai/pai.dm modified: code/modules/mob/living/silicon/pai/software_modules.dm modified: code/modules/mob/living/silicon/robot/robot.dm modified: code/modules/pda/PDA.dm modified: code/modules/power/lighting.dm modified: code/modules/projectiles/gun.dm
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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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@@ -159,7 +159,6 @@
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var/nightshift_light_power = 0.45
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var/nightshift_light_color = "#FFDDCC"
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// the smaller bulb light fixture
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/obj/machinery/light/small
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@@ -213,7 +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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@@ -224,13 +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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@@ -255,7 +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 = ACTIVE_POWER_USE
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@@ -730,3 +729,8 @@
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if(limb)
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limb.droplimb(0, DROPLIMB_BURN)
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return FIRELOSS
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/obj/machinery/light/extinguish_light()
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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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