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https://github.com/ParadiseSS13/Paradise.git
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This commit fixes the fact that floodlights had literally 999 range to them, illuminating more tiles than were actually on the map. They now have 14 range, and 20 brightness to maintain functionality similar to that which they had before the lighting overhaul.
114 lines
2.8 KiB
Plaintext
114 lines
2.8 KiB
Plaintext
//these are probably broken
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/obj/machinery/floodlight
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name = "Emergency Floodlight"
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icon = 'icons/obj/machines/floodlight.dmi'
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icon_state = "flood00"
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anchored = 0
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density = 1
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var/on = 0
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var/obj/item/weapon/stock_parts/cell/high/cell = null
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var/use = 5
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var/unlocked = 0
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var/open = 0
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var/brightness_on = 14
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light_power = 20
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//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.
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/obj/machinery/floodlight/New()
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src.cell = new(src)
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..()
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/obj/machinery/floodlight/proc/updateicon()
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icon_state = "flood[open ? "o" : ""][open && cell ? "b" : ""]0[on]"
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/obj/machinery/floodlight/process()
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if(on)
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cell.charge -= use
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if(cell.charge <= 0)
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on = 0
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updateicon()
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set_light(0)
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src.visible_message("<span class='warning'>[src] shuts down due to lack of power!</span>")
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return
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/obj/machinery/floodlight/attack_hand(mob/user as mob)
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if(open && cell)
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if(ishuman(user))
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if(!user.get_active_hand())
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user.put_in_hands(cell)
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cell.loc = user.loc
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else
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cell.loc = loc
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cell.add_fingerprint(user)
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cell.updateicon()
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src.cell = null
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user << "You remove the power cell"
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updateicon()
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return
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if(on)
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on = 0
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user << "\blue You turn off the light"
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set_light(0)
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else
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if(!cell)
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return
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if(cell.charge <= 0)
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return
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on = 1
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user << "\blue You turn on the light"
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set_light(brightness_on)
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updateicon()
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/obj/machinery/floodlight/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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if(istype(W, /obj/item/weapon/wrench))
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if (!anchored && !isinspace())
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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user.visible_message( \
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"[user] tightens \the [src]'s casters.", \
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"<span class='notice'> You have tightened \the [src]'s casters.</span>", \
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"You hear ratchet.")
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anchored = 1
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else if(anchored)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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user.visible_message( \
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"[user] loosens \the [src]'s casters.", \
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"<span class='notice'> You have loosened \the [src]'s casters.</span>", \
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"You hear ratchet.")
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anchored = 0
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if (istype(W, /obj/item/weapon/screwdriver))
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if (!open)
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if(unlocked)
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unlocked = 0
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user << "You screw the battery panel in place."
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else
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unlocked = 1
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user << "You unscrew the battery panel."
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if (istype(W, /obj/item/weapon/crowbar))
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if(unlocked)
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if(open)
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open = 0
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overlays = null
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user << "You crowbar the battery panel in place."
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else
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if(unlocked)
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open = 1
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user << "You remove the battery panel."
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if (istype(W, /obj/item/weapon/stock_parts/cell))
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if(open)
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if(cell)
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user << "There is a power cell already installed."
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else
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user.drop_item()
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W.loc = src
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cell = W
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user << "You insert the power cell."
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updateicon()
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