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Fairy lights
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@@ -46,7 +46,7 @@
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/obj/item/weapon/light/bulb/large
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brightness_range = 6
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brightness_power = 1
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nightshift_range = 6
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nightshift_power = 0.45
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@@ -128,3 +128,97 @@
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icon_state = "big_flamp-construct-stage2"
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if(3)
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icon_state = "big_flamp-empty"
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// Fairy lights
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/obj/item/weapon/light/bulb/smol
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brightness_range = 1
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brightness_power = 0.5
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nightshift_range = 1
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nightshift_power = 0.25
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/obj/machinery/light/small/fairylights
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icon = 'icons/obj/lighting_vr.dmi'
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icon_state = "fairy_lights1"
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base_state = "fairy_lights"
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desc = "A set of lights on a long string of wire, anchored to the walls."
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light_type = /obj/item/weapon/light/bulb/smol
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shows_alerts = FALSE
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anchored = TRUE
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plane = ABOVE_MOB_PLANE
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layer = ABOVE_MOB_LAYER
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construct_type = null
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overlay_color = LIGHT_COLOR_INCANDESCENT_BULB
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color = "#3e5064"
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/obj/machinery/light/small/fairylights/broken()
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return
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/obj/machinery/light/small/fairylights/flicker
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auto_flicker = TRUE
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/obj/machinery/light/small/fairylights/update_icon()
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switch(status)
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if(LIGHT_OK)
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if(shows_alerts && current_alert && on)
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icon_state = "[base_state]-alert-[current_alert]"
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add_light_overlay(FALSE)
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else
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icon_state = "[base_state][on]"
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add_light_overlay()
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if(LIGHT_EMPTY)
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icon_state = "[base_state]-empty"
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on = 0
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remove_light_overlay()
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if(LIGHT_BURNED)
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icon_state = "[base_state]-burned"
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on = 0
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remove_light_overlay()
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if(LIGHT_BROKEN)
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icon_state = "[base_state]-broken"
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on = 0
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remove_light_overlay()
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return
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/obj/machinery/light
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var/image/overlay_layer = null
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var/overlay_color = null
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/obj/machinery/light/proc/add_light_overlay(do_color = TRUE)
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remove_light_overlay()
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overlay_layer = image(icon, "[base_state]-overlay")
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overlay_layer.appearance_flags = RESET_COLOR|KEEP_APART
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if(overlay_color && do_color)
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overlay_layer.color = overlay_color
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overlay_layer.plane = PLANE_LIGHTING_ABOVE
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add_overlay(overlay_layer)
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/obj/machinery/light/proc/remove_light_overlay()
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cut_overlay(overlay_layer)
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qdel(overlay_layer)
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overlay_layer = null
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/*
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/obj/machinery/light_construct/bigfloorlamp
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name = "big floor light fixture frame"
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desc = "A big floor light fixture under construction."
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icon = 'icons/obj/lighting32x64.dmi'
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icon_state = "big_flamp-construct-stage1"
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stage = 1
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anchored = FALSE
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fixture_type = /obj/machinery/light/bigfloorlamp
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sheets_refunded = 1
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/obj/machinery/light_construct/bigfloorlamp/update_icon()
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switch(stage)
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if(1)
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icon_state = "big_flamp-construct-stage1"
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if(2)
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icon_state = "big_flamp-construct-stage2"
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if(3)
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icon_state = "big_flamp-empty"
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*/
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