GRUMBLE GRUMBLE CODE STANDARDS GRUMBLE GRUMBLE

This commit is contained in:
Novacat
2019-06-18 20:33:21 -04:00
committed by GitHub
parent 0c5e7c5de6
commit d9db3676eb
+13 -4
View File
@@ -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)