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Brass light fixtures (#27312)
* add brass lights * start adding clockwork floor lights * implement floor lights * fix an error and add missing brass light sprites
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@@ -128,6 +128,41 @@
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return
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icon_state = "[fixture_type]-construct-stage[stage]"
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/**
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* # Brass fixture frame
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*
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* Incomplete brass light tube fixture
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*
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* Becomes a [Brass light fixture] when completed
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*/
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/obj/machinery/light_construct/clockwork
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name = "brass light fixture frame"
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desc = "A brass light fixture under construction."
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icon_state = "clockwork_tube-construct-stage1"
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construct_type = /obj/machinery/light/clockwork/built
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fixture_type = "clockwork_tube"
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/obj/machinery/light_construct/clockwork/wrench_act(mob/living/user, obj/item/I)
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. = TRUE
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switch(stage)
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if(1)
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to_chat(user, "<span class='notice'>You begin to dismantle [src].</span>")
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if(!I.use_tool(src, user, 30, volume = I.tool_volume))
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return
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new /obj/item/stack/tile/brass(get_turf(loc), sheets_refunded)
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TOOL_DISMANTLE_SUCCESS_MESSAGE
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qdel(src)
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if(2)
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to_chat(user, "<span class='warning'>You have to remove the wires first.</span>")
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if(3)
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to_chat(user, "<span class='warning'>You have to unscrew the case first.</span>")
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/obj/machinery/light_construct/clockwork/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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new /obj/item/stack/tile/brass(loc, sheets_refunded)
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qdel(src)
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/**
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* # Small light fixture frame
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*
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@@ -156,6 +191,28 @@
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sheets_refunded = 3
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construct_type = /obj/machinery/light/floor/built
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/obj/machinery/light_construct/clockwork/small
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name = "small brass light fixture frame"
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desc = "A small brass light fixture under construction."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "clockwork_bulb-construct-stage1"
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anchored = TRUE
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layer = 5
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stage = 1
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fixture_type = "clockwork_bulb"
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sheets_refunded = 1
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construct_type = /obj/machinery/light/clockwork/small/built
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/obj/machinery/light_construct/clockwork/floor
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name = "brass floor light fixture frame"
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desc = "A brass floor light fixture under construction."
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icon_state = "clockwork_floor-construct-stage1"
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anchored = TRUE
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layer = ABOVE_OPEN_TURF_LAYER
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plane = FLOOR_PLANE
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fixture_type = "clockwork_floor"
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sheets_refunded = 3
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construct_type = /obj/machinery/light/clockwork/floor/built
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#undef LIGHT_CONSTRUCT_EMPTY_FRAME
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#undef LIGHT_CONSTRUCT_WIRED
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@@ -268,6 +325,36 @@
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layer = ABOVE_OPEN_TURF_LAYER
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plane = FLOOR_PLANE
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/obj/machinery/light/clockwork
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icon_state = "clockwork_tube1"
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desc = "An industrial brass light fixture."
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glow_icon_state = "clockwork_tube"
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base_state = "clockwork_tube"
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deconstruct_type = /obj/machinery/light_construct/clockwork
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/obj/machinery/light/clockwork/small
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icon_state = "clockwork_bulb1"
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desc = "A brass light fixture."
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glow_icon_state = "clockwork_bulb"
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base_state = "clockwork_bulb"
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fitting = "bulb"
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light_type = /obj/item/light/bulb
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deconstruct_type = /obj/machinery/light_construct/clockwork/small
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/obj/machinery/light/clockwork/floor
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name = "brass floor light"
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desc = "A brass floor light."
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icon_state = "clockwork_floor1"
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glow_icon_state = "clockwork_floor"
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base_state = "clockwork_floor"
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fitting = "bulb"
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light_type = /obj/item/light/bulb
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deconstruct_type = /obj/machinery/light_construct/clockwork/floor
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brightness_range = 6
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nightshift_light_range = 6
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layer = ABOVE_OPEN_TURF_LAYER
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plane = FLOOR_PLANE
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/obj/machinery/light/built
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status = LIGHT_EMPTY
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@@ -277,6 +364,14 @@
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/obj/machinery/light/floor/built
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status = LIGHT_EMPTY
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/obj/machinery/light/clockwork/built
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status = LIGHT_EMPTY
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/obj/machinery/light/clockwork/small/built
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status = LIGHT_EMPTY
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/obj/machinery/light/clockwork/floor/built
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status = LIGHT_EMPTY
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// create a new lighting fixture
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/obj/machinery/light/Initialize(mapload)
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