Files
Paradise/code/game/machinery/floodlight.dm
Tigercat2000 53249a9d13 FIX: Floodlights no longer have 999 range
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.
2015-05-14 20:23:37 -07:00

114 lines
2.8 KiB
Plaintext

//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/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("<span class='warning'>[src] shuts down due to lack of power!</span>")
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)
cell.loc = user.loc
else
cell.loc = loc
cell.add_fingerprint(user)
cell.updateicon()
src.cell = null
user << "You remove the power cell"
updateicon()
return
if(on)
on = 0
user << "\blue You turn off the light"
set_light(0)
else
if(!cell)
return
if(cell.charge <= 0)
return
on = 1
user << "\blue 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, 'sound/items/Ratchet.ogg', 50, 1)
user.visible_message( \
"[user] tightens \the [src]'s casters.", \
"<span class='notice'> You have tightened \the [src]'s casters.</span>", \
"You hear ratchet.")
anchored = 1
else if(anchored)
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
user.visible_message( \
"[user] loosens \the [src]'s casters.", \
"<span class='notice'> You have loosened \the [src]'s casters.</span>", \
"You hear ratchet.")
anchored = 0
if (istype(W, /obj/item/weapon/screwdriver))
if (!open)
if(unlocked)
unlocked = 0
user << "You screw the battery panel in place."
else
unlocked = 1
user << "You unscrew the battery panel."
if (istype(W, /obj/item/weapon/crowbar))
if(unlocked)
if(open)
open = 0
overlays = null
user << "You crowbar the battery panel in place."
else
if(unlocked)
open = 1
user << "You remove the battery panel."
if (istype(W, /obj/item/weapon/stock_parts/cell))
if(open)
if(cell)
user << "There is a power cell already installed."
else
user.drop_item()
W.loc = src
cell = W
user << "You insert the power cell."
updateicon()