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Merge pull request #7493 from HeadyBucket/patch-2
Fix infinite glass exploit
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@@ -122,6 +122,7 @@
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fixture_type = "bulb"
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sheets_refunded = 1
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// the standard tube light fixture
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/obj/machinery/light
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name = "light fixture"
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@@ -149,6 +150,7 @@
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// this is used to calc the probability the light burns out
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var/rigged = 0 // true if rigged to explode
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var/lightmaterials = list(MAT_GLASS=100) //stores the materials the light is made of to stop infinite glass exploit
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// the smaller bulb light fixture
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@@ -305,6 +307,7 @@
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brightness_range = L.brightness_range
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brightness_power = L.brightness_power
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brightness_color = L.brightness_color
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lightmaterials = L.materials
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on = has_power()
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update()
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@@ -472,6 +475,7 @@
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L.brightness_range = brightness_range
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L.brightness_power = brightness_power
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L.brightness_color = brightness_color
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L.materials = lightmaterials
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// light item inherits the switchcount, then zero it
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L.switchcount = switchcount
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@@ -500,6 +504,7 @@
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L.brightness_range = brightness_range
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L.brightness_power = brightness_power
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L.brightness_color = brightness_color
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L.materials = lightmaterials
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// light item inherits the switchcount, then zero it
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L.switchcount = switchcount
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@@ -596,7 +601,7 @@
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var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
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var/base_state
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var/switchcount = 0 // number of times switched
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materials = list(MAT_METAL=60)
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materials = list(MAT_GLASS=100)
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var/rigged = 0 // true if rigged to explode
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var/brightness_range = 2 //how much light it gives off
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var/brightness_power = 1
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@@ -608,7 +613,6 @@
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icon_state = "ltube"
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base_state = "ltube"
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item_state = "c_tube"
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materials = list(MAT_GLASS=100)
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brightness_range = 8
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/obj/item/weapon/light/tube/large
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@@ -623,7 +627,6 @@
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icon_state = "lbulb"
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base_state = "lbulb"
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item_state = "contvapour"
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materials = list(MAT_GLASS=100)
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brightness_range = 5
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brightness_color = "#a0a080"
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@@ -637,7 +640,6 @@
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icon_state = "fbulb"
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base_state = "fbulb"
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item_state = "egg4"
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materials = list(MAT_GLASS=100)
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brightness_range = 5
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// update the icon state and description of the light
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