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b6be540b43
* Moves get_area to a macro * fixes * Update code/game/machinery/camera/camera.dm Co-authored-by: Charlie Nolan <funnyman3595@gmail.com> * runtime fix * moer fix --------- Co-authored-by: Charlie Nolan <funnyman3595@gmail.com>
101 lines
2.5 KiB
Plaintext
101 lines
2.5 KiB
Plaintext
// the light switch
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// can have multiple per area
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/obj/machinery/light_switch
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name = "light switch"
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desc = "A switch for turning the lights on and off for an entire room."
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icon = 'icons/obj/power.dmi'
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icon_state = "light1"
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anchored = TRUE
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power_channel = PW_CHANNEL_LIGHTING
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/obj/machinery/light_switch/Initialize(mapload, build_dir)
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. = ..()
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name = "light switch" // Needed to remove the "(dir) bump" naming
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switch(build_dir)
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if(NORTH)
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pixel_y = 25
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dir = NORTH
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if(SOUTH)
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pixel_y = -25
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dir = SOUTH
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if(EAST)
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pixel_x = 25
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dir = EAST
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if(WEST)
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pixel_x = -25
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dir = WEST
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update_icon(UPDATE_ICON_STATE|UPDATE_OVERLAYS)
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/obj/machinery/light_switch/update_icon_state()
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if(stat & NOPOWER)
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icon_state = "light-p"
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return
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var/area/our_area = get_area(src)
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icon_state = "light[our_area.lightswitch]"
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/obj/machinery/light_switch/update_overlays()
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. = ..()
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underlays.Cut()
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if(stat & NOPOWER)
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return
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var/area/our_area = get_area(src)
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. += "light[our_area.lightswitch]"
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underlays += emissive_appearance(icon, "light_lightmask")
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/obj/machinery/light_switch/examine(mob/user)
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. = ..()
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var/area/our_area = get_area(src)
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. += "<span class='notice'>It is [our_area.lightswitch ? "on" : "off"].</span>"
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/obj/machinery/light_switch/attack_ghost(mob/user)
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if(user.can_advanced_admin_interact())
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return attack_hand(user)
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/obj/machinery/light_switch/attack_hand(mob/user)
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playsound(src, 'sound/machines/lightswitch.ogg', 10, TRUE)
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update_icon(UPDATE_ICON_STATE|UPDATE_OVERLAYS)
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var/area/A = get_area(src)
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A.lightswitch = !A.lightswitch
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A.update_icon(UPDATE_ICON_STATE)
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for(var/obj/machinery/light_switch/L in A)
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L.update_icon(UPDATE_ICON_STATE|UPDATE_OVERLAYS)
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machine_powernet.power_change()
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/obj/machinery/light_switch/power_change()
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if(!..())
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return
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if(stat & NOPOWER)
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set_light(0)
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else
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set_light(1, 0.5)
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update_icon(UPDATE_ICON_STATE|UPDATE_OVERLAYS)
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/obj/machinery/light_switch/emp_act(severity)
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if(stat & (BROKEN|NOPOWER))
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..(severity)
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return
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power_change()
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..(severity)
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/obj/machinery/light_switch/wrench_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.tool_use_check(user, 0))
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return
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user.visible_message("<span class='notice'>[user] starts unwrenching [src] from the wall...</span>", "<span class='notice'>You are unwrenching [src] from the wall...</span>", "<span class='warning'>You hear ratcheting.</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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WRENCH_UNANCHOR_WALL_MESSAGE
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new/obj/item/mounted/frame/light_switch(get_turf(src))
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qdel(src)
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