mirror of
https://github.com/ParadiseSS13/Paradise.git
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* 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
150 lines
3.6 KiB
Plaintext
150 lines
3.6 KiB
Plaintext
/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 = FALSE
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density = TRUE
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max_integrity = 100
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integrity_failure = 80
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light_power = 20
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var/on = FALSE
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var/obj/item/stock_parts/cell/high/cell = null
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var/use = 5
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var/unlocked = FALSE
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var/open = FALSE
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var/brightness_on = 14
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/obj/machinery/floodlight/get_cell()
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return cell
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/obj/machinery/floodlight/Initialize()
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. = ..()
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cell = new(src)
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mapVarInit()
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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/update_icon_state()
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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(!cell && on)
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on = FALSE
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visible_message("<span class='warning'>[src] shuts down due to lack of power!</span>")
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update_icon(UPDATE_ICON_STATE)
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set_light(0)
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return
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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 = FALSE
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update_icon(UPDATE_ICON_STATE)
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set_light(0)
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visible_message("<span class='warning'>[src] shuts down due to lack of power!</span>")
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/obj/machinery/floodlight/attack_ai()
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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.update_icon(UPDATE_ICON_STATE)
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cell = null
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to_chat(user, "You remove the power cell.")
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if(on)
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on = FALSE
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visible_message("<span class='warning'>[src] shuts down due to lack of power!</span>")
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set_light(0)
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update_icon(UPDATE_ICON_STATE)
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return
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if(on)
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on = FALSE
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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 = TRUE
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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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update_icon(UPDATE_ICON_STATE)
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/obj/machinery/floodlight/proc/mapVarInit()
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if(on)
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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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set_light(brightness_on)
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update_icon(UPDATE_ICON_STATE)
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/obj/machinery/floodlight/attackby(obj/item/W as obj, mob/user as mob, params)
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if(istype(W, /obj/item/wrench))
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if(!anchored && !isinspace())
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playsound(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 = TRUE
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else if(anchored)
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playsound(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 = FALSE
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update_icon(UPDATE_ICON_STATE)
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return
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if(istype(W, /obj/item/screwdriver))
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if(!open)
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if(unlocked)
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unlocked = FALSE
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to_chat(user, "You screw the battery panel in place.")
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else
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unlocked = TRUE
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to_chat(user, "You unscrew the battery panel.")
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update_icon(UPDATE_ICON_STATE)
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return
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if(istype(W, /obj/item/crowbar))
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if(unlocked)
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if(open)
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open = FALSE
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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 = TRUE
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to_chat(user, "You remove the battery panel.")
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update_icon(UPDATE_ICON_STATE)
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return
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if(istype(W, /obj/item/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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update_icon(UPDATE_ICON_STATE)
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return
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return ..()
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/obj/machinery/floodlight/extinguish_light()
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on = FALSE
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set_light(0)
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update_icon(UPDATE_ICON_STATE)
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