//these are probably broken
/obj/machinery/floodlight
name = "Emergency Floodlight"
icon = 'icons/obj/machines/floodlight.dmi'
icon_state = "flood00"
anchored = 0
density = 1
var/on = 0
var/obj/item/weapon/stock_parts/cell/high/cell = null
var/use = 5
var/unlocked = 0
var/open = 0
var/brightness_on = 14
light_power = 20
//var/brightness_on = 999 //can't remember what the maxed out value is //Lighting overhaul: No max, stop TRYING TO ILLUMINATE MORE TILES THAN THE MAP CONSISTS OF.
/obj/machinery/floodlight/New()
src.cell = new(src)
..()
/obj/machinery/floodlight/Destroy()
QDEL_NULL(cell)
return ..()
/obj/machinery/floodlight/proc/updateicon()
icon_state = "flood[open ? "o" : ""][open && cell ? "b" : ""]0[on]"
/obj/machinery/floodlight/process()
if(on)
cell.charge -= use
if(cell.charge <= 0)
on = 0
updateicon()
set_light(0)
src.visible_message("[src] shuts down due to lack of power!")
return
/obj/machinery/floodlight/attack_ai(mob/user as mob)
return
/obj/machinery/floodlight/attack_hand(mob/user as mob)
if(open && cell)
if(ishuman(user))
if(!user.get_active_hand())
user.put_in_hands(cell)
else
cell.loc = loc
cell.add_fingerprint(user)
cell.updateicon()
src.cell = null
to_chat(user, "You remove the power cell")
updateicon()
return
if(on)
on = 0
to_chat(user, "You turn off the light")
set_light(0)
else
if(!cell)
return
if(cell.charge <= 0)
return
on = 1
to_chat(user, "You turn on the light")
set_light(brightness_on)
updateicon()
/obj/machinery/floodlight/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/weapon/wrench))
if(!anchored && !isinspace())
playsound(src.loc, W.usesound, 50, 1)
user.visible_message( \
"[user] tightens \the [src]'s casters.", \
" You have tightened \the [src]'s casters.", \
"You hear ratchet.")
anchored = 1
else if(anchored)
playsound(src.loc, W.usesound, 50, 1)
user.visible_message( \
"[user] loosens \the [src]'s casters.", \
" You have loosened \the [src]'s casters.", \
"You hear ratchet.")
anchored = 0
if(istype(W, /obj/item/weapon/screwdriver))
if(!open)
if(unlocked)
unlocked = 0
to_chat(user, "You screw the battery panel in place.")
else
unlocked = 1
to_chat(user, "You unscrew the battery panel.")
if(istype(W, /obj/item/weapon/crowbar))
if(unlocked)
if(open)
open = 0
overlays = null
to_chat(user, "You crowbar the battery panel in place.")
else
if(unlocked)
open = 1
to_chat(user, "You remove the battery panel.")
if(istype(W, /obj/item/weapon/stock_parts/cell))
if(open)
if(cell)
to_chat(user, "There is a power cell already installed.")
else
user.drop_item()
W.loc = src
cell = W
to_chat(user, "You insert the power cell.")
updateicon()