From d9db3676ebe92628d1e6ab7561a4f2d8fa8be200 Mon Sep 17 00:00:00 2001 From: Novacat <35587478+Novacat@users.noreply.github.com> Date: Tue, 18 Jun 2019 20:33:21 -0400 Subject: [PATCH] GRUMBLE GRUMBLE CODE STANDARDS GRUMBLE GRUMBLE --- code/modules/power/lighting.dm | 17 +++++++++++++---- 1 file changed, 13 insertions(+), 4 deletions(-) diff --git a/code/modules/power/lighting.dm b/code/modules/power/lighting.dm index 86fbd159921..28953e1527f 100644 --- a/code/modules/power/lighting.dm +++ b/code/modules/power/lighting.dm @@ -159,7 +159,7 @@ var/global/list/light_type_cache = list() // the standard tube light fixture /obj/machinery/light name = "light fixture" - icon = 'icons/obj/lighting_vr.dmi' + icon = 'icons/obj/lighting_vr.dmi' //VOREStation Edit var/base_state = "tube" // base description and icon_state icon_state = "tube1" desc = "A lighting fixture." @@ -182,9 +182,11 @@ var/global/list/light_type_cache = list() // this is used to calc the probability the light burns out var/rigged = 0 // true if rigged to explode + //VOREStation Edit Start var/needsound = FALSE // Flag to prevent playing turn-on sound multiple times, and from playing at roundstart var/shows_alerts = TRUE // Flag for if this fixture should show alerts. Make sure icon states exist! var/current_alert = null // Which alert are we showing right now? + //VOREStation Edit End var/auto_flicker = FALSE // If true, will constantly flicker, so long as someone is around to see it (otherwise its a waste of CPU). @@ -199,12 +201,13 @@ var/global/list/light_type_cache = list() desc = "A small lighting fixture." light_type = /obj/item/weapon/light/bulb construct_type = /obj/machinery/light_construct/small + shows_alerts = FALSE //VOREStation Edit /obj/machinery/light/small/flicker auto_flicker = TRUE /obj/machinery/light/flamp - icon = 'icons/obj/lighting.dmi' + icon = 'icons/obj/lighting.dmi' //VOREStation Edit icon_state = "flamp1" base_state = "flamp" plane = OBJ_PLANE @@ -212,6 +215,7 @@ var/global/list/light_type_cache = list() desc = "A floor lamp." light_type = /obj/item/weapon/light/bulb construct_type = /obj/machinery/light_construct/flamp + shows_alerts = FALSE //VOREStation Edit var/lamp_shade = 1 /obj/machinery/light/flamp/flicker @@ -226,6 +230,7 @@ var/global/list/light_type_cache = list() /obj/machinery/light/spot name = "spotlight" light_type = /obj/item/weapon/light/tube/large + shows_alerts = FALSE //VOREStation Edit /obj/machinery/light/spot/flicker auto_flicker = TRUE @@ -266,10 +271,12 @@ var/global/list/light_type_cache = list() switch(status) // set icon_states if(LIGHT_OK) + //VOREStation Edit Start if(shows_alerts && current_alert && on) icon_state = "[base_state]-alert-[current_alert]" else icon_state = "[base_state][on]" + //VOREStation Edit End if(LIGHT_EMPTY) icon_state = "[base_state]-empty" on = 0 @@ -300,7 +307,7 @@ var/global/list/light_type_cache = list() else base_state = "flamp" ..() - +//VOREStation Edit Start /obj/machinery/light/proc/set_alert_atmos() if(shows_alerts) current_alert = "atmos" @@ -321,15 +328,17 @@ var/global/list/light_type_cache = list() brightness_color = initial(brightness_color) || "" // Workaround for BYOND stupidity. Can't set it to null or it won't clear. if(on) update() - +//VOREstation Edit End // update lighting /obj/machinery/light/proc/update(var/trigger = 1) update_icon() + //VOREStation Edit Start if(!on) needsound = TRUE // Play sound next time we turn on else if(needsound) playsound(src.loc, 'sound/effects/lighton.ogg', 65, 1) needsound = FALSE // Don't play sound again until we've been turned off + //VOREStation Edit End if(on) if(light_range != brightness_range || light_power != brightness_power || light_color != brightness_color)