Files
Paradise/code/game/machinery/floodlight.dm
Vi3trice f4b37b4177 Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo

* Posters

* Fix other hud elements

* Rereviewed

* Update shotglass.dm

* Fix for new merged PRs

* Typo

* Coming across other stuff

* Update theblob.dm

* No takebacksies

* smh i forget to leave a comment

* Updated for the detgun and cards

* Should have rerun langserver again

* No longer plastic, more in scope

* Damn you bluespace

* Reverting turret logic, out of scope at this point

* Tweak that part

* Went over energy guns again, and fixed UI White's sprite sheet

* Welding masks, glasses, and JUSTICE

* Update portable_atmospherics.dm

* Cleaning up, clearing things up

* Review and suggestions

* Update valve.dm

* More tweaks

* Missing character

* Not distinct lightmasks, so they can be overlays

* Update generator.dm

* Add parameter so holodeck doesn't try to make a perfect copy

* Update unsorted.dm

* Spiders

* Better fix for spiders, fix vamps too

* Ghosts

* Update telekinesis.dm

* Cleaning up old procs

* It's set up to not copy datums... Unless they're in a list

* Donuts, duct tape, and detgun. D3VR coming to Early Access

* Update procs that interact with doors so they call update_state instead

* Forgot one spot, and actually might as well just force lock

* Cleaning up other things... Sigh, and kitty ears

* oops

* Getting used to how it works

* blinds

* Going back to the suit obscuring thing, so it doesn't update all the time

* Missed that from merging master

* I made this PR and forgot about it

* Fix runtimes in cards

* Make things a bit more unified

* Update update_icons.dm

* yarn, really?

* Update library_equipment.dm

* Update shieldgen.dm

* Every time Charlie merges something, I go back and see if I can improve things further

* what's this? more?

* Update misc_special.dm

* wow, paper

* Review

* More reviews

* To be sure, seems like being broken messed something sometimes

* Brought airlocks closer to how TG works to iron out some stuff

* Pizza and morgue

* Doesn't seem to hurt, tried with holodeck

* Revert "Doesn't seem to hurt, tried with holodeck"

This reverts commit 158529302b.

* Icon conflict

* Fix organ damage

* Don't ask how. Why. It's like that on prod too.

* Cutting down on things and updating from TG.

* More flexible. Just in case the thing you stuck it on didn't destroy.

* Hydro was one the things I touched earlier on, better rework it

* Reviews

* Cleaning up further, also bri'ish

* Undo a change I did, and switch over to a more recent implementation

* Update biogenerator.dm

* Rolling back to old airlocks, but with new duct taped note

* Functionally the same. I'd just rather not have the smoothing happen there

* Went over APCs again

* Fix welding helmet names in species files

* Update airlock.dm

* Update persistent_overlay.dm

* Oh, topic
2022-07-21 08:11:59 +02:00

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/obj/machinery/floodlight
name = "emergency floodlight"
icon = 'icons/obj/machines/floodlight.dmi'
icon_state = "flood00"
anchored = FALSE
density = TRUE
max_integrity = 100
integrity_failure = 80
light_power = 20
var/on = FALSE
var/obj/item/stock_parts/cell/high/cell = null
var/use = 5
var/unlocked = FALSE
var/open = FALSE
var/brightness_on = 14
/obj/machinery/floodlight/get_cell()
return cell
/obj/machinery/floodlight/Initialize()
. = ..()
cell = new(src)
mapVarInit()
/obj/machinery/floodlight/Destroy()
QDEL_NULL(cell)
return ..()
/obj/machinery/floodlight/update_icon_state()
icon_state = "flood[open ? "o" : ""][open && cell ? "b" : ""]0[on]"
/obj/machinery/floodlight/process()
if(!cell && on)
on = FALSE
visible_message("<span class='warning'>[src] shuts down due to lack of power!</span>")
update_icon(UPDATE_ICON_STATE)
set_light(0)
return
if(on)
cell.charge -= use
if(cell.charge <= 0)
on = FALSE
update_icon(UPDATE_ICON_STATE)
set_light(0)
visible_message("<span class='warning'>[src] shuts down due to lack of power!</span>")
/obj/machinery/floodlight/attack_ai()
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.update_icon(UPDATE_ICON_STATE)
cell = null
to_chat(user, "You remove the power cell.")
if(on)
on = FALSE
visible_message("<span class='warning'>[src] shuts down due to lack of power!</span>")
set_light(0)
update_icon(UPDATE_ICON_STATE)
return
if(on)
on = FALSE
to_chat(user, "<span class='notice'>You turn off the light.</span>")
set_light(0)
else
if(!cell)
return
if(cell.charge <= 0)
return
on = TRUE
to_chat(user, "<span class='notice'>You turn on the light.</span>")
set_light(brightness_on)
update_icon(UPDATE_ICON_STATE)
/obj/machinery/floodlight/proc/mapVarInit()
if(on)
if(!cell)
return
if(cell.charge <= 0)
return
set_light(brightness_on)
update_icon(UPDATE_ICON_STATE)
/obj/machinery/floodlight/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/wrench))
if(!anchored && !isinspace())
playsound(loc, W.usesound, 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 = TRUE
else if(anchored)
playsound(loc, W.usesound, 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 = FALSE
update_icon(UPDATE_ICON_STATE)
return
if(istype(W, /obj/item/screwdriver))
if(!open)
if(unlocked)
unlocked = FALSE
to_chat(user, "You screw the battery panel in place.")
else
unlocked = TRUE
to_chat(user, "You unscrew the battery panel.")
update_icon(UPDATE_ICON_STATE)
return
if(istype(W, /obj/item/crowbar))
if(unlocked)
if(open)
open = FALSE
to_chat(user, "You crowbar the battery panel in place.")
else
if(unlocked)
open = TRUE
to_chat(user, "You remove the battery panel.")
update_icon(UPDATE_ICON_STATE)
return
if(istype(W, /obj/item/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.")
update_icon(UPDATE_ICON_STATE)
return
return ..()
/obj/machinery/floodlight/extinguish_light()
on = FALSE
set_light(0)
update_icon(UPDATE_ICON_STATE)