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VOREStation/code/game/machinery/lightswitch.dm
T
Kashargul 72628d226c More globals (#19247)
* More globals

* planets

* .

* .

* Update jukebox.dm

* Fix timer callback syntax in jukebox.dm

* .
2026-03-15 02:54:17 -04:00

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// the light switch
// can have multiple per area
// can also operate on non-loc area through "otherarea" var
/obj/machinery/light_switch
name = "light switch"
desc = "It turns lights on and off. What are you, simple?"
icon = 'icons/obj/power_vr.dmi' // VOREStation Edit
icon_state = "light1"
layer = ABOVE_WINDOW_LAYER
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 10
power_channel = LIGHT
blocks_emissive = EMISSIVE_BLOCK_NONE
vis_flags = VIS_HIDE // They have an emissive that looks bad in openspace due to their wall-mounted nature
flags = WALL_ITEM
var/on = 1
var/area/area = null
var/otherarea = null
var/image/overlay
/obj/machinery/light_switch/Initialize(mapload)
. = ..()
area = get_area(src)
if(otherarea)
area = locate(text2path("/area/[otherarea]"))
if(!name)
name = "light switch ([area.name])"
on = area.lightswitch
update_icon()
/obj/machinery/light_switch/Destroy()
area = null
overlay = null
return ..()
/obj/machinery/light_switch/update_icon()
cut_overlays()
if(stat & NOPOWER)
icon_state = "light-p"
set_light(0)
else
icon_state = "light[on]"
set_light(2, 0.1, on ? "#82FF4C" : "#F86060")
. = list()
. += emissive_appearance(icon, "light[on]-overlay")
return add_overlay(.)
/obj/machinery/light_switch/examine(mob/user)
. = ..()
if(Adjacent(user))
. += "A light switch. It is [on? "on" : "off"]."
/obj/machinery/light_switch/attack_hand(mob/user)
on = !on
area.lightswitch = on
area.update_icon()
playsound(src, 'sound/machines/button.ogg', 100, 1, 0) // VOREStation Edit
for(var/obj/machinery/light_switch/L in area)
L.on = on
L.update_icon()
area.power_change()
GLOB.lights_switched_on_roundstat++
/obj/machinery/light_switch/allow_pai_interaction(mob/living/silicon/pai/user, proximity_flag)
return proximity_flag
/obj/machinery/light_switch/power_change()
if(!otherarea)
if(powered(LIGHT))
stat &= ~NOPOWER
else
stat |= NOPOWER
update_icon()
/obj/machinery/light_switch/emp_act(severity, recursive)
if(stat & (BROKEN|NOPOWER))
..(severity, recursive)
return
power_change()
..(severity, recursive)
//Breakers for event maps
/obj/machinery/light_switch/breaker
name = "lights breaker"
desc = "A breaker for controlling power to the lights connected to the circuit."
icon = 'icons/obj/power_breaker.dmi'
icon_state = "light1"
on = 0