mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-07-22 04:28:33 +01:00
Merge branch 'master' into Arokha/machinerybreak
This commit is contained in:
@@ -108,14 +108,14 @@ proc/cardinalrange(var/center)
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/obj/machinery/am_shielding/update_icon()
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overlays.Cut()
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cut_overlays()
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for(var/direction in alldirs)
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var/machine = locate(/obj/machinery, get_step(loc, direction))
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if((istype(machine, /obj/machinery/am_shielding) && machine:control_unit == control_unit)||(istype(machine, /obj/machinery/power/am_control_unit) && machine == control_unit))
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overlays += "shield_[direction]"
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add_overlay("shield_[direction]")
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if(core_check())
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overlays += "core"
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add_overlay("core")
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if(!processing) setup_core()
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else if(processing) shutdown_core()
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@@ -194,7 +194,7 @@ proc/cardinalrange(var/center)
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throwforce = 5
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throw_speed = 1
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throw_range = 2
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matter = list(DEFAULT_WALL_MATERIAL = 100, "waste" = 2000)
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matter = list(DEFAULT_WALL_MATERIAL = 100)
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/obj/item/device/am_shielding_container/attackby(var/obj/item/I, var/mob/user)
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if(istype(I, /obj/item/device/multitool) && istype(src.loc,/turf))
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+16
-50
@@ -85,6 +85,7 @@ GLOBAL_LIST_EMPTY(apcs)
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use_power = USE_POWER_OFF
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clicksound = "switch"
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req_access = list(access_engine_equip)
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blocks_emissive = FALSE
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var/area/area
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var/areastring = null
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var/obj/item/weapon/cell/cell
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@@ -128,10 +129,6 @@ GLOBAL_LIST_EMPTY(apcs)
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var/failure_timer = 0
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var/force_update = 0
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var/updating_icon = 0
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var/global/list/status_overlays_lock
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var/global/list/status_overlays_charging
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var/global/list/status_overlays_equipment
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var/global/list/status_overlays_lighting
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var/global/list/status_overlays_environ
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var/alarms_hidden = FALSE //If power alarms from this APC are visible on consoles
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@@ -306,42 +303,6 @@ GLOBAL_LIST_EMPTY(apcs)
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// update the APC icon to show the three base states
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// also add overlays for indicator lights
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/obj/machinery/power/apc/update_icon()
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if(!status_overlays)
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status_overlays = 1
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status_overlays_lock = new
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status_overlays_charging = new
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status_overlays_equipment = new
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status_overlays_lighting = new
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status_overlays_environ = new
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status_overlays_lock.len = 2
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status_overlays_charging.len = 3
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status_overlays_equipment.len = 4
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status_overlays_lighting.len = 4
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status_overlays_environ.len = 4
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status_overlays_lock[1] = image(icon, "apcox-0") // 0=blue 1=red
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status_overlays_lock[2] = image(icon, "apcox-1")
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status_overlays_charging[1] = image(icon, "apco3-0")
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status_overlays_charging[2] = image(icon, "apco3-1")
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status_overlays_charging[3] = image(icon, "apco3-2")
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status_overlays_equipment[1] = image(icon, "apco0-0")
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status_overlays_equipment[2] = image(icon, "apco0-1")
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status_overlays_equipment[3] = image(icon, "apco0-2")
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status_overlays_equipment[4] = image(icon, "apco0-3")
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status_overlays_lighting[1] = image(icon, "apco1-0")
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status_overlays_lighting[2] = image(icon, "apco1-1")
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status_overlays_lighting[3] = image(icon, "apco1-2")
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status_overlays_lighting[4] = image(icon, "apco1-3")
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status_overlays_environ[1] = image(icon, "apco2-0")
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status_overlays_environ[2] = image(icon, "apco2-1")
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status_overlays_environ[3] = image(icon, "apco2-2")
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status_overlays_environ[4] = image(icon, "apco2-3")
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var/update = check_updates() //returns 0 if no need to update icons.
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// 1 if we need to update the icon_state
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// 2 if we need to update the overlays
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@@ -368,20 +329,25 @@ GLOBAL_LIST_EMPTY(apcs)
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icon_state = "apcemag"
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if(!(update_state & UPDATE_ALLGOOD))
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if(overlays.len)
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overlays = 0
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return
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cut_overlays()
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return
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if(update & 2)
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if(overlays.len)
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overlays.len = 0
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cut_overlays()
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if(!(stat & (BROKEN|MAINT)) && update_state & UPDATE_ALLGOOD)
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overlays += status_overlays_lock[locked+1]
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overlays += status_overlays_charging[charging+1]
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var/list/new_overlays = list()
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new_overlays += mutable_appearance(icon, "apcox-[locked]")
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new_overlays += emissive_appearance(icon, "apcox-[locked]")
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new_overlays += mutable_appearance(icon, "apco3-[charging]")
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new_overlays += emissive_appearance(icon, "apco3-[charging]")
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if(operating)
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overlays += status_overlays_equipment[equipment+1]
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overlays += status_overlays_lighting[lighting+1]
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overlays += status_overlays_environ[environ+1]
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new_overlays += mutable_appearance(icon, "apco0-[equipment]")
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new_overlays += emissive_appearance(icon, "apco0-[equipment]")
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new_overlays += mutable_appearance(icon, "apco1-[lighting]")
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new_overlays += emissive_appearance(icon, "apco1-[lighting]")
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new_overlays += mutable_appearance(icon, "apco2-[environ]")
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new_overlays += emissive_appearance(icon, "apco2-[environ]")
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add_overlay(new_overlays)
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if(update & 3)
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if(update_state & UPDATE_BLUESCREEN)
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@@ -62,22 +62,22 @@
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return ..()
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/obj/machinery/power/smes/batteryrack/update_icon()
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overlays.Cut()
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cut_overlays()
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icon_update = 0
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var/cellcount = 0
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var/charge_level = between(0, round(Percentage() / 12), 7)
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overlays += "charge[charge_level]"
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add_overlay("charge[charge_level]")
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for(var/obj/item/weapon/cell/C in internal_cells)
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cellcount++
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overlays += "cell[cellcount]"
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add_overlay("cell[cellcount]")
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if(C.fully_charged())
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overlays += "cell[cellcount]f"
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add_overlay("cell[cellcount]f")
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else if(!C.charge)
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overlays += "cell[cellcount]e"
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add_overlay("cell[cellcount]e")
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// Recalculate maxcharge and similar variables.
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/obj/machinery/power/smes/batteryrack/proc/update_maxcharge()
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@@ -112,7 +112,8 @@
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var/used = FALSE
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/obj/item/device/fbp_backup_cell/Initialize()
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overlays += image(icon,"[icon_state]1")
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. = ..()
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add_overlay("[icon_state]1")
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/obj/item/device/fbp_backup_cell/attack(mob/living/M as mob, mob/user as mob)
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if(!used && ishuman(M))
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@@ -134,7 +135,7 @@
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return
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used = TRUE
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desc += " This one has already been used."
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overlays.Cut()
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cut_overlays()
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target.adjust_nutrition(amount)
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user.custom_emote(message = "connects \the [src] to [user == target ? "their" : "[target]'s"] charging port, expending it.")
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@@ -38,7 +38,7 @@
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icon_state = "blank"
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var/image/I = image(icon, "fuel_assembly")
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I.color = fuel_colour
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overlays += list(I, image(icon, "fuel_assembly_bracket"))
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add_overlay(list(I, image(icon, "fuel_assembly_bracket")))
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rod_quantities[fuel_type] = initial_amount
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/obj/item/weapon/fuel_assembly/process()
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@@ -24,12 +24,12 @@
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/obj/machinery/power/generator_type2/proc/updateicon()
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if(stat & (NOPOWER|BROKEN))
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overlays.Cut()
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cut_overlays()
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else
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overlays.Cut()
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cut_overlays()
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if(lastgenlev != 0)
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overlays += image('icons/obj/power.dmi', "teg-op[lastgenlev]")
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add_overlay("teg-op[lastgenlev]")
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#define GENRATE 800 // generator output coefficient from Q
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@@ -283,7 +283,7 @@ var/global/list/light_type_cache = list()
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plane = OBJ_PLANE
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layer = OBJ_LAYER
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desc = "A floor lamp."
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light_type = /obj/item/weapon/light/bulb
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light_type = /obj/item/weapon/light/bulb/large
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construct_type = /obj/machinery/light_construct/flamp
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shows_alerts = FALSE //VOREStation Edit
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var/lamp_shade = 1
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@@ -885,20 +885,34 @@ var/global/list/light_type_cache = list()
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force = 2
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throwforce = 5
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w_class = ITEMSIZE_TINY
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var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
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var/base_state
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var/switchcount = 0 // number of times switched
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matter = list(DEFAULT_WALL_MATERIAL = 60)
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var/rigged = 0 // true if rigged to explode
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///LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
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var/status = LIGHT_OK
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///Base icon_state name to append suffixes for status
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var/base_state
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///Number of times switched on/off
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var/switchcount = 0
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///Is this light set to explode
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var/rigged = 0
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///The chance (prob()) that this light will be broken at roundstart
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var/broken_chance = 2
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var/brightness_range = 2 //how much light it gives off
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///The raidus in turfs this light will reach. It will be at it's most dim this many turfs away.
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/// This is also used in power draw calculation for machinery/lights.
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var/brightness_range = 8
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///The light will fall off over more/less range based on this. The formula is complicated.
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var/brightness_power = 1
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///The color of the light emitted.
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var/brightness_color = LIGHT_COLOR_INCANDESCENT_TUBE
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///Replaces brightness_range during nightshifts.
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var/nightshift_range = 8
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var/nightshift_power = 1
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///Replaces brightness_power during nightshifts.
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var/nightshift_power = 0.45
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///Replaces brightness_color during nightshifts.
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var/nightshift_color = LIGHT_COLOR_NIGHTSHIFT
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drop_sound = 'sound/items/drop/glass.ogg'
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pickup_sound = 'sound/items/pickup/glass.ogg'
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@@ -909,14 +923,14 @@ var/global/list/light_type_cache = list()
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base_state = "ltube"
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item_state = "c_tube"
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matter = list("glass" = 100)
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brightness_range = 10 // luminosity when on, also used in power calculation //VOREStation Edit
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brightness_power = 6
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brightness_range = 7
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brightness_power = 2
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/obj/item/weapon/light/tube/large
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w_class = ITEMSIZE_SMALL
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name = "large light tube"
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brightness_range = 15
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brightness_power = 9
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brightness_power = 4
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nightshift_range = 10
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nightshift_power = 1.5
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@@ -929,12 +943,21 @@ var/global/list/light_type_cache = list()
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item_state = "contvapour"
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matter = list("glass" = 100)
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brightness_range = 5
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brightness_power = 4
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brightness_power = 1
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brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
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nightshift_range = 3
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nightshift_power = 0.5
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// For 'floor lamps' in outdoor use and such
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/obj/item/weapon/light/bulb/large
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name = "large light bulb"
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brightness_range = 7
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brightness_power = 1.5
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|
||||
nightshift_range = 4
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nightshift_power = 0.75
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/obj/item/weapon/light/throw_impact(atom/hit_atom)
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..()
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shatter()
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@@ -17,3 +17,35 @@
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//Vorestation addition, so large mobs stop looking stupid in front of lights.
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if (dir == SOUTH) // Lights are backwards, SOUTH lights face north (they are on south wall)
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layer = ABOVE_MOB_LAYER
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||||
|
||||
// Wall tube lights
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/obj/item/weapon/light/tube
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||||
brightness_range = 6
|
||||
brightness_power = 1
|
||||
|
||||
nightshift_range = 6
|
||||
nightshift_power = 0.45
|
||||
|
||||
// Big tubes, unused I think
|
||||
/obj/item/weapon/light/tube/large
|
||||
brightness_range = 8
|
||||
brightness_power = 2
|
||||
|
||||
nightshift_range = 8
|
||||
nightshift_power = 1
|
||||
|
||||
// Small wall lights
|
||||
/obj/item/weapon/light/bulb
|
||||
brightness_range = 4
|
||||
brightness_power = 1
|
||||
|
||||
nightshift_range = 4
|
||||
nightshift_power = 0.45
|
||||
|
||||
// Floor lamps
|
||||
/obj/item/weapon/light/bulb/large
|
||||
brightness_range = 6
|
||||
brightness_power = 1
|
||||
|
||||
nightshift_range = 6
|
||||
nightshift_power = 0.45
|
||||
|
||||
@@ -138,13 +138,13 @@ var/global/list/rad_collectors = list()
|
||||
|
||||
|
||||
/obj/machinery/power/rad_collector/proc/update_icons()
|
||||
overlays.Cut()
|
||||
cut_overlays()
|
||||
if(P)
|
||||
overlays += image('icons/obj/singularity.dmi', "ptank")
|
||||
add_overlay("ptank")
|
||||
if(stat & (NOPOWER|BROKEN))
|
||||
return
|
||||
if(active)
|
||||
overlays += image('icons/obj/singularity.dmi', "on")
|
||||
add_overlay("on")
|
||||
|
||||
|
||||
/obj/machinery/power/rad_collector/proc/toggle_power()
|
||||
|
||||
@@ -169,6 +169,7 @@
|
||||
disconnect_from_network()
|
||||
if(2)
|
||||
to_chat(user, "<span class='warning'>\The [src] needs to be unwelded from the floor.</span>")
|
||||
update_icon() // VOREStation Add
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/weapon/weldingtool))
|
||||
@@ -205,6 +206,7 @@
|
||||
disconnect_from_network()
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You need more welding fuel to complete this task.</span>")
|
||||
update_icon() // VOREStation Add
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL)
|
||||
@@ -233,6 +235,7 @@
|
||||
if(src.allowed(user))
|
||||
src.locked = !src.locked
|
||||
to_chat(user, "The controls are now [src.locked ? "locked." : "unlocked."]")
|
||||
update_icon() // VOREStation Add
|
||||
else
|
||||
to_chat(user, "<span class='warning'>Access denied.</span>")
|
||||
return
|
||||
|
||||
@@ -0,0 +1,37 @@
|
||||
/obj/machinery/power/emitter
|
||||
icon = 'icons/obj/singularity_vr.dmi' // New emitter sprite
|
||||
var/previous_state = 0
|
||||
|
||||
/obj/machinery/power/emitter/Initialize()
|
||||
. = ..()
|
||||
previous_state = state
|
||||
|
||||
/obj/machinery/power/emitter/update_icon()
|
||||
cut_overlays()
|
||||
icon_state = "emitter[state]"
|
||||
if (state != previous_state)
|
||||
flick("emitterflick-[previous_state][state]",src)
|
||||
previous_state = state
|
||||
|
||||
if(powered && powernet && avail(active_power_usage) && active)
|
||||
var/image/emitterbeam = image(icon,"emitter-beam")
|
||||
emitterbeam.plane = PLANE_LIGHTING_ABOVE
|
||||
add_overlay(emitterbeam)
|
||||
|
||||
if(locked)
|
||||
var/image/emitterlock = image(icon,"emitter-lock")
|
||||
emitterlock.plane = PLANE_LIGHTING_ABOVE
|
||||
add_overlay(emitterlock)
|
||||
|
||||
// The old emitter sprite
|
||||
/obj/machinery/power/emitter/antique
|
||||
name = "antique emitter"
|
||||
desc = "An old fashioned heavy duty industrial laser."
|
||||
icon_state = "emitter"
|
||||
|
||||
/obj/machinery/power/emitter/antique/update_icon()
|
||||
if(powered && powernet && avail(active_power_usage) && active)
|
||||
icon_state = "emitter_+a"
|
||||
else
|
||||
icon_state = "emitter"
|
||||
|
||||
@@ -38,19 +38,19 @@ field_generator power level display
|
||||
|
||||
|
||||
/obj/machinery/field_generator/update_icon()
|
||||
overlays.Cut()
|
||||
cut_overlays()
|
||||
if(!active)
|
||||
if(warming_up)
|
||||
overlays += "+a[warming_up]"
|
||||
add_overlay("+a[warming_up]")
|
||||
if(fields.len)
|
||||
overlays += "+on"
|
||||
add_overlay("+on")
|
||||
// Power level indicator
|
||||
// Scale % power to % num_power_levels and truncate value
|
||||
var/level = round(num_power_levels * power / field_generator_max_power)
|
||||
// Clamp between 0 and num_power_levels for out of range power values
|
||||
level = between(0, level, num_power_levels)
|
||||
if(level)
|
||||
overlays += "+p[level]"
|
||||
add_overlay("+p[level]")
|
||||
|
||||
return
|
||||
|
||||
|
||||
@@ -465,15 +465,15 @@ GLOBAL_LIST_BOILERPLATE(all_singularities, /obj/singularity)
|
||||
move_self = 0
|
||||
switch (current_size)
|
||||
if(STAGE_ONE)
|
||||
overlays += image('icons/obj/singularity.dmi',"chain_s1")
|
||||
add_overlay(image('icons/obj/singularity.dmi',"chain_s1"))
|
||||
if(STAGE_TWO)
|
||||
overlays += image('icons/effects/96x96.dmi',"chain_s3")
|
||||
add_overlay(image('icons/effects/96x96.dmi',"chain_s3"))
|
||||
if(STAGE_THREE)
|
||||
overlays += image('icons/effects/160x160.dmi',"chain_s5")
|
||||
add_overlay(image('icons/effects/160x160.dmi',"chain_s5"))
|
||||
if(STAGE_FOUR)
|
||||
overlays += image('icons/effects/224x224.dmi',"chain_s7")
|
||||
add_overlay(image('icons/effects/224x224.dmi',"chain_s7"))
|
||||
if(STAGE_FIVE)
|
||||
overlays += image('icons/effects/288x288.dmi',"chain_s9")
|
||||
add_overlay(image('icons/effects/288x288.dmi',"chain_s9"))
|
||||
|
||||
/obj/singularity/proc/on_release()
|
||||
chained = 0
|
||||
|
||||
@@ -286,8 +286,8 @@
|
||||
// Description: Allows us to use special icon overlay for critical SMESs
|
||||
/obj/machinery/power/smes/buildable/update_icon()
|
||||
if (failing)
|
||||
overlays.Cut()
|
||||
overlays += image('icons/obj/power.dmi', "smes-crit")
|
||||
cut_overlays()
|
||||
add_overlay("smes-crit")
|
||||
else
|
||||
..()
|
||||
|
||||
|
||||
@@ -88,11 +88,11 @@ GLOBAL_LIST_EMPTY(solars_list)
|
||||
|
||||
/obj/machinery/power/solar/update_icon()
|
||||
..()
|
||||
overlays.Cut()
|
||||
cut_overlays()
|
||||
if(stat & BROKEN)
|
||||
overlays += image('icons/obj/power.dmi', icon_state = "solar_panel-b", layer = FLY_LAYER)
|
||||
add_overlay("solar_panel-b")
|
||||
else
|
||||
overlays += image('icons/obj/power.dmi', icon_state = "solar_panel", layer = FLY_LAYER)
|
||||
add_overlay("solar_panel")
|
||||
src.set_dir(angle2dir(adir))
|
||||
return
|
||||
|
||||
@@ -367,16 +367,16 @@ GLOBAL_LIST_EMPTY(solars_list)
|
||||
/obj/machinery/power/solar_control/update_icon()
|
||||
if(stat & BROKEN)
|
||||
icon_state = "broken"
|
||||
overlays.Cut()
|
||||
cut_overlays()
|
||||
return
|
||||
if(stat & NOPOWER)
|
||||
icon_state = "c_unpowered"
|
||||
overlays.Cut()
|
||||
cut_overlays()
|
||||
return
|
||||
icon_state = "solar"
|
||||
overlays.Cut()
|
||||
cut_overlays()
|
||||
if(cdir > -1)
|
||||
overlays += image('icons/obj/computer.dmi', "solcon-o", FLY_LAYER, angle2dir(cdir))
|
||||
add_overlay(image('icons/obj/computer.dmi', "solcon-o", FLY_LAYER, angle2dir(cdir)))
|
||||
return
|
||||
|
||||
/obj/machinery/power/solar_control/attack_hand(mob/user)
|
||||
|
||||
@@ -150,7 +150,7 @@
|
||||
return
|
||||
if(!starter)
|
||||
return
|
||||
overlays.Cut()
|
||||
cut_overlays()
|
||||
|
||||
rpm = 0.9* rpm + 0.1 * rpmtarget
|
||||
var/datum/gas_mixture/environment = inturf.return_air()
|
||||
@@ -172,13 +172,13 @@
|
||||
rpmtarget = 0
|
||||
|
||||
if(rpm>50000)
|
||||
overlays += image('icons/obj/pipes.dmi', "comp-o4", FLY_LAYER)
|
||||
add_overlay(image('icons/obj/pipes.dmi', "comp-o4", FLY_LAYER))
|
||||
else if(rpm>10000)
|
||||
overlays += image('icons/obj/pipes.dmi', "comp-o3", FLY_LAYER)
|
||||
add_overlay(image('icons/obj/pipes.dmi', "comp-o3", FLY_LAYER))
|
||||
else if(rpm>2000)
|
||||
overlays += image('icons/obj/pipes.dmi', "comp-o2", FLY_LAYER)
|
||||
add_overlay(image('icons/obj/pipes.dmi', "comp-o2", FLY_LAYER))
|
||||
else if(rpm>500)
|
||||
overlays += image('icons/obj/pipes.dmi', "comp-o1", FLY_LAYER)
|
||||
add_overlay(image('icons/obj/pipes.dmi', "comp-o1", FLY_LAYER))
|
||||
//TODO: DEFERRED
|
||||
|
||||
|
||||
@@ -248,7 +248,7 @@
|
||||
return
|
||||
if(!compressor.starter)
|
||||
return
|
||||
overlays.Cut()
|
||||
cut_overlays()
|
||||
|
||||
// This is the power generation function. If anything is needed it's good to plot it in EXCEL before modifying
|
||||
// the TURBGENQ and TURBGENG values
|
||||
@@ -271,7 +271,7 @@
|
||||
|
||||
// If it works, put an overlay that it works!
|
||||
if(lastgen > 100)
|
||||
overlays += image('icons/obj/pipes.dmi', "turb-o", FLY_LAYER)
|
||||
add_overlay(image('icons/obj/pipes.dmi', "turb-o", FLY_LAYER))
|
||||
|
||||
updateDialog()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user