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https://github.com/ParadiseSS13/Paradise.git
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# Conflicts: # code/game/machinery/recharger.dm # code/game/objects/items/devices/autopsy.dm # code/game/objects/items/devices/modkit.dm # code/game/objects/structures/lattice.dm
120 lines
3.0 KiB
Plaintext
120 lines
3.0 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/Destroy()
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QDEL_NULL(cell)
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return ..()
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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_ai(mob/user as mob)
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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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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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to_chat(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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to_chat(user, "<span class='notice'>You turn off the light</span>")
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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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to_chat(user, "<span class='notice'>You turn on the light</span>")
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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, W.usesound, 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, W.usesound, 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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to_chat(user, "You screw the battery panel in place.")
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else
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unlocked = 1
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to_chat(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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to_chat(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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to_chat(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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to_chat(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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to_chat(user, "You insert the power cell.")
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updateicon()
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