Color standardization, vars moved, and signals (#52574)

Defined all the existing light_color values.
    Moved their definitions to colors.dm
    Made white the default color. It was so already, but that was very obscured.
    Moved the atom light-related variables to the atom definition.
    Wrapped changes to variables such as light_color into procs that report the event through signals.
    Moved the light_on variable to the atom level, also adding a signal for its changing, to represent toggling lights.
    Cleaned up a little bit of code in where new variables were defined before redefinitions.

This is all atomization to reduce changes in #52413
None of this affect gameplay at all, it's all code cleaning and refactoring.

There's more colors to standardize, a search for color = will find lots of targets, and I see little need to have both the LIGHT_COLOR and COLOR patterns, but I don't want to make this PR bigger than it already is.
This commit is contained in:
Rohesie
2020-08-03 22:59:48 -03:00
committed by GitHub
parent fad2f6c3de
commit 6ff08e1c69
78 changed files with 355 additions and 281 deletions

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@@ -1,43 +1,72 @@
// This is eventually for wjohn to add more color standardization stuff like I keep asking him >:(
#define COLOR_INPUT_DISABLED "#F0F0F0"
#define COLOR_INPUT_ENABLED "#D3B5B5"
#define COLOR_INPUT_DISABLED "#F0F0F0"
#define COLOR_INPUT_ENABLED "#D3B5B5"
#define COLOR_DARKMODE_BACKGROUND "#202020"
#define COLOR_DARKMODE_DARKBACKGROUND "#171717"
#define COLOR_DARKMODE_TEXT "#a4bad6"
#define COLOR_DARKMODE_BACKGROUND "#202020"
#define COLOR_DARKMODE_DARKBACKGROUND "#171717"
#define COLOR_DARKMODE_TEXT "#a4bad6"
#define COLOR_WHITE "#FFFFFF"
#define COLOR_VERY_LIGHT_GRAY "#EEEEEE"
#define COLOR_SILVER "#C0C0C0"
#define COLOR_GRAY "#808080"
#define COLOR_FLOORTILE_GRAY "#8D8B8B"
#define COLOR_ALMOST_BLACK "#333333"
#define COLOR_BLACK "#000000"
#define COLOR_RED "#FF0000"
#define COLOR_MOSTLY_PURE_RED "#FF3300"
#define COLOR_DARK_RED "#A50824"
#define COLOR_RED_LIGHT "#FF3333"
#define COLOR_MAROON "#800000"
#define COLOR_VIVID_RED "#FF3232"
#define COLOR_LIGHT_GRAYISH_RED "#E4C7C5"
/// Warm but extremely diluted red. rgb(250, 130, 130)
#define COLOR_SOFT_RED "#FA8282"
#define COLOR_YELLOW "#FFFF00"
#define COLOR_VIVID_YELLOW "#FBFF23"
#define COLOR_VERY_SOFT_YELLOW "#FAE48E"
#define COLOR_OLIVE "#808000"
#define COLOR_VIBRANT_LIME "#00FF00"
#define COLOR_LIME "#32CD32"
#define COLOR_VERY_PALE_LIME_GREEN "#DDFFD3"
#define COLOR_VERY_DARK_LIME_GREEN "#003300"
#define COLOR_GREEN "#008000"
#define COLOR_DARK_MODERATE_LIME_GREEN "#44964A"
#define COLOR_CYAN "#00FFFF"
#define COLOR_DARK_CYAN "#00A2FF"
#define COLOR_TEAL "#008080"
#define COLOR_BLUE "#0000FF"
#define COLOR_BRIGHT_BLUE "#2CB2E8"
#define COLOR_MODERATE_BLUE "#555CC2"
#define COLOR_BLUE_LIGHT "#33CCFF"
#define COLOR_NAVY "#000080"
#define COLOR_BLUE_GRAY "#75A2BB"
#define COLOR_PINK "#FFC0CB"
#define COLOR_MOSTLY_PURE_PINK "#E4005B"
#define COLOR_MAGENTA "#FF00FF"
#define COLOR_STRONG_MAGENTA "#B800B8"
#define COLOR_PURPLE "#800080"
#define COLOR_VIOLET "#B900F7"
#define COLOR_STRONG_VIOLET "#6927c5"
#define COLOR_ORANGE "#FF9900"
#define COLOR_TAN_ORANGE "#FF7B00"
#define COLOR_BRIGHT_ORANGE "#E2853D"
#define COLOR_LIGHT_ORANGE "#ffc44d"
#define COLOR_PALE_ORANGE "#FFBE9D"
#define COLOR_BEIGE "#CEB689"
#define COLOR_DARK_ORANGE "#C3630C"
#define COLOR_DARK_MODERATE_ORANGE "#8B633B"
#define COLOR_BROWN "#BA9F6D"
#define COLOR_DARK_BROWN "#997C4F"
#define COLOR_WHITE "#EEEEEE"
#define COLOR_SILVER "#C0C0C0"
#define COLOR_GRAY "#808080"
#define COLOR_FLOORTILE_GRAY "#8D8B8B"
#define COLOR_ALMOST_BLACK "#333333"
#define COLOR_BLACK "#000000"
#define COLOR_RED "#FF0000"
#define COLOR_RED_LIGHT "#FF3333"
#define COLOR_MAROON "#800000"
#define COLOR_YELLOW "#FFFF00"
#define COLOR_OLIVE "#808000"
#define COLOR_LIME "#32CD32"
#define COLOR_GREEN "#008000"
#define COLOR_VIBRANT_LIME "#00FF00"
#define COLOR_CYAN "#00FFFF"
#define COLOR_DARK_CYAN "#00a2ff"
#define COLOR_TEAL "#008080"
#define COLOR_BLUE "#0000FF"
#define COLOR_BLUE_LIGHT "#33CCFF"
#define COLOR_NAVY "#000080"
#define COLOR_PINK "#FFC0CB"
#define COLOR_MAGENTA "#FF00FF"
#define COLOR_VIOLET "#b900f7"
#define COLOR_PURPLE "#800080"
#define COLOR_ORANGE "#FF9900"
#define COLOR_TAN_ORANGE "#ff7b00"
#define COLOR_BEIGE "#CEB689"
#define COLOR_BLUE_GRAY "#75A2BB"
#define COLOR_BROWN "#BA9F6D"
#define COLOR_DARK_BROWN "#997C4F"
#define COLOR_DARK_ORANGE "#C3630C"
#define COLOR_GREEN_GRAY "#99BB76"
#define COLOR_RED_GRAY "#B4696A"
#define COLOR_PALE_BLUE_GRAY "#98C5DF"
@@ -62,3 +91,55 @@
#define COLOR_ASSEMBLY_LBLUE "#5D99BE"
#define COLOR_ASSEMBLY_BLUE "#38559E"
#define COLOR_ASSEMBLY_PURPLE "#6F6192"
/**
* Some defines to generalise colours used in lighting.
*
* Important note: colors can end up significantly different from the basic html picture, especially when saturated
*/
/// Bright but quickly dissipating neon green. rgb(100, 200, 100)
#define LIGHT_COLOR_GREEN "#64C864"
/// Electric green. rgb(0, 255, 0)
#define LIGHT_COLOR_ELECTRIC_GREEN "#00FF00"
/// Cold, diluted blue. rgb(100, 150, 250)
#define LIGHT_COLOR_BLUE "#6496FA"
/// Light blueish green. rgb(125, 225, 175)
#define LIGHT_COLOR_BLUEGREEN "#7DE1AF"
/// Diluted cyan. rgb(125, 225, 225)
#define LIGHT_COLOR_CYAN "#7DE1E1"
/// Electric cyan rgb(0, 255, 255)
#define LIGHT_COLOR_ELECTRIC_CYAN "#00FFFF"
/// More-saturated cyan. rgb(16, 21, 22)
#define LIGHT_COLOR_LIGHT_CYAN "#40CEFF"
/// Saturated blue. rgb(51, 117, 248)
#define LIGHT_COLOR_DARK_BLUE "#6496FA"
/// Diluted, mid-warmth pink. rgb(225, 125, 225)
#define LIGHT_COLOR_PINK "#E17DE1"
/// Dimmed yellow, leaning kaki. rgb(225, 225, 125)
#define LIGHT_COLOR_YELLOW "#E1E17D"
/// Clear brown, mostly dim. rgb(150, 100, 50)
#define LIGHT_COLOR_BROWN "#966432"
/// Mostly pure orange. rgb(250, 150, 50)
#define LIGHT_COLOR_ORANGE "#FA9632"
/// Light Purple. rgb(149, 44, 244)
#define LIGHT_COLOR_PURPLE "#952CF4"
/// Less-saturated light purple. rgb(155, 81, 255)
#define LIGHT_COLOR_LAVENDER "#9B51FF"
///slightly desaturated bright yellow.
#define LIGHT_COLOR_HOLY_MAGIC "#FFF743"
/// deep crimson
#define LIGHT_COLOR_BLOOD_MAGIC "#D00000"
/* These ones aren't a direct colour like the ones above, because nothing would fit */
/// Warm orange color, leaning strongly towards yellow. rgb(250, 160, 25)
#define LIGHT_COLOR_FIRE "#FAA019"
/// Very warm yellow, leaning slightly towards orange. rgb(196, 138, 24)
#define LIGHT_COLOR_LAVA "#C48A18"
/// Bright, non-saturated red. Leaning slightly towards pink for visibility. rgb(250, 100, 75)
#define LIGHT_COLOR_FLARE "#FA644B"
/// Weird color, between yellow and green, very slimy. rgb(175, 200, 75)
#define LIGHT_COLOR_SLIME_LAMP "#AFC84B"
/// Extremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175)
#define LIGHT_COLOR_TUNGSTEN "#FAE1AF"
/// Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)
#define LIGHT_COLOR_HALOGEN "#F0FAFA"

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@@ -171,7 +171,14 @@
#define COMSIG_ATOM_EXPOSE_REAGENTS "atom_expose_reagents"
/// Prevents the atom from being exposed to reagents if returned on [COMPONENT_ATOM_EXPOSE_REAGENTS]
#define COMPONENT_NO_EXPOSE_REAGENTS (1<<0)
///Called right before the atom changes the value of light_range to a different one, from base atom/set_light_range(): (new_range)
#define COMSIG_ATOM_SET_LIGHT_RANGE "atom_set_light_range"
///Called right before the atom changes the value of light_power to a different one, from base atom/set_light_power(): (new_power)
#define COMSIG_ATOM_SET_LIGHT_POWER "atom_set_light_power"
///Called right before the atom changes the value of light_color to a different one, from base atom/set_light_color(): (new_color)
#define COMSIG_ATOM_SET_LIGHT_COLOR "atom_set_light_color"
///Called right before the atom changes the value of light_on to a different one, from base atom/set_light_on(): (new_value)
#define COMSIG_ATOM_SET_LIGHT_ON "atom_set_light_on"
///called for each movable in a turf contents on /turf/zImpact(): (atom/movable/A, levels)
#define COMSIG_ATOM_INTERCEPT_Z_FALL "movable_intercept_z_impact"
///called on a movable (NOT living) when someone starts pulling it (atom/movable/puller, state, force)

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@@ -31,56 +31,6 @@
0, 0, 0, 1 \
) \
//Some defines to generalise colours used in lighting.
//Important note on colors. Colors can end up significantly different from the basic html picture, especially when saturated
#define LIGHT_COLOR_WHITE "#FFFFFF"
/// Warm but extremely diluted red. rgb(250, 130, 130)
#define LIGHT_COLOR_RED "#FA8282"
/// Bright but quickly dissipating neon green. rgb(100, 200, 100)
#define LIGHT_COLOR_GREEN "#64C864"
/// Cold, diluted blue. rgb(100, 150, 250)
#define LIGHT_COLOR_BLUE "#6496FA"
/// Light blueish green. rgb(125, 225, 175)
#define LIGHT_COLOR_BLUEGREEN "#7DE1AF"
/// Diluted cyan. rgb(125, 225, 225)
#define LIGHT_COLOR_CYAN "#7DE1E1"
/// More-saturated cyan. rgb(64, 206, 255)
#define LIGHT_COLOR_LIGHT_CYAN "#40CEFF"
/// Saturated blue. rgb(51, 117, 248)
#define LIGHT_COLOR_DARK_BLUE "#6496FA"
/// Diluted, mid-warmth pink. rgb(225, 125, 225)
#define LIGHT_COLOR_PINK "#E17DE1"
/// Dimmed yellow, leaning kaki. rgb(225, 225, 125)
#define LIGHT_COLOR_YELLOW "#E1E17D"
/// Clear brown, mostly dim. rgb(150, 100, 50)
#define LIGHT_COLOR_BROWN "#966432"
/// Mostly pure orange. rgb(250, 150, 50)
#define LIGHT_COLOR_ORANGE "#FA9632"
/// Light Purple. rgb(149, 44, 244)
#define LIGHT_COLOR_PURPLE "#952CF4"
/// Less-saturated light purple. rgb(155, 81, 255)
#define LIGHT_COLOR_LAVENDER "#9B51FF"
///slightly desaturated bright yellow.
#define LIGHT_COLOR_HOLY_MAGIC "#FFF743"
/// deep crimson
#define LIGHT_COLOR_BLOOD_MAGIC "#D00000"
//These ones aren't a direct colour like the ones above, because nothing would fit
/// Warm orange color, leaning strongly towards yellow. rgb(250, 160, 25)
#define LIGHT_COLOR_FIRE "#FAA019"
/// Very warm yellow, leaning slightly towards orange. rgb(196, 138, 24)
#define LIGHT_COLOR_LAVA "#C48A18"
/// Bright, non-saturated red. Leaning slightly towards pink for visibility. rgb(250, 100, 75)
#define LIGHT_COLOR_FLARE "#FA644B"
/// Weird color, between yellow and green, very slimy. rgb(175, 200, 75)
#define LIGHT_COLOR_SLIME_LAMP "#AFC84B"
/// Extremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175)
#define LIGHT_COLOR_TUNGSTEN "#FAE1AF"
/// Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)
#define LIGHT_COLOR_HALOGEN "#F0FAFA"
///How many tiles standard fires glow.
#define LIGHT_RANGE_FIRE 3
@@ -130,7 +80,7 @@
/// Parse the hexadecimal color into lumcounts of each perspective.
#define PARSE_LIGHT_COLOR(source) \
do { \
if (source.light_color) { \
if (source.light_color != COLOR_WHITE) { \
var/__light_color = source.light_color; \
source.lum_r = GETREDPART(__light_color) / 255; \
source.lum_g = GETGREENPART(__light_color) / 255; \

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@@ -230,7 +230,7 @@
locked = TRUE
/datum/mutation/human/glow/anti/glow_color()
return COLOR_WHITE
return COLOR_VERY_LIGHT_GRAY
/datum/mutation/human/strong
name = "Strength"

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@@ -92,6 +92,19 @@
/// Last appearance of the atom for demo saving purposes
var/image/demo_last_appearance
///Range of the light in tiles. Zero means no light.
var/light_range = 0
///Intensity of the light. The stronger, the less shadows you will see on the lit area.
var/light_power = 1
///Hexadecimal RGB string representing the colour of the light. White by default.
var/light_color = COLOR_WHITE
///Boolean variable for toggleable lights. Has no effect without the proper light_system, light_range and light_power values.
var/light_on = TRUE
///Our light source. Don't fuck with this directly unless you have a good reason!
var/tmp/datum/light_source/light
///Any light sources that are "inside" of us, for example, if src here was a mob that's carrying a flashlight, that flashlight's light source would be part of this list.
var/tmp/list/light_sources
/// Last name used to calculate a color for the chatmessage overlays
var/chat_color_name
/// Last color calculated for the the chatmessage overlays

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@@ -67,7 +67,7 @@
sharpness = SHARP_NONE
sword_color = "yellow"
heat = 0
light_color = "#ffff00"
light_color = COLOR_YELLOW
var/next_trombone_allowed = 0
/obj/item/melee/transforming/energy/sword/bananium/ComponentInitialize()

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@@ -62,8 +62,8 @@ GLOBAL_LIST_INIT(arcade_prize_pool, list(
icon_state = "arcade"
icon_keyboard = "no_keyboard"
icon_screen = "invaders"
var/list/prize_override
light_color = LIGHT_COLOR_GREEN
var/list/prize_override
/obj/machinery/computer/arcade/proc/Reset()
return

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@@ -4,12 +4,12 @@
circuit = /obj/item/circuitboard/computer/atmos_alert
icon_screen = "alert:0"
icon_keyboard = "atmos_key"
light_color = LIGHT_COLOR_CYAN
var/list/priority_alarms = list()
var/list/minor_alarms = list()
var/receive_frequency = FREQ_ATMOS_ALARMS
var/datum/radio_frequency/radio_connection
light_color = LIGHT_COLOR_CYAN
/obj/machinery/computer/atmos_alert/Initialize()
. = ..()

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@@ -92,6 +92,7 @@ GLOBAL_LIST_EMPTY(atmos_air_controllers)
icon_screen = "tank"
icon_keyboard = "atmos_key"
circuit = /obj/item/circuitboard/computer/atmos_control
light_color = LIGHT_COLOR_CYAN
var/frequency = FREQ_ATMOS_STORAGE
var/list/sensors = list(
@@ -110,7 +111,6 @@ GLOBAL_LIST_EMPTY(atmos_air_controllers)
var/list/sensor_information = list()
var/datum/radio_frequency/radio_connection
light_color = LIGHT_COLOR_CYAN
/obj/machinery/computer/atmos_control/Initialize()
. = ..()

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@@ -6,7 +6,7 @@
icon_screen = "cameras"
icon_keyboard = "security_key"
circuit = /obj/item/circuitboard/computer/security
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
var/list/network = list("ss13")
var/obj/machinery/camera/active_camera

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@@ -3,6 +3,7 @@
desc = "Used to access the various cameras on the station."
icon_screen = "cameras"
icon_keyboard = "security_key"
light_color = COLOR_SOFT_RED
var/list/z_lock = list() // Lock use to these z levels
var/lock_override = NONE
var/mob/camera/ai_eye/remote/eyeobj
@@ -13,7 +14,6 @@
var/list/actions = list()
///Should we supress any view changes?
var/should_supress_view_changes = TRUE
light_color = LIGHT_COLOR_RED
/obj/machinery/computer/camera_advanced/Initialize()
. = ..()

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@@ -16,6 +16,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
icon_keyboard = "id_key"
req_one_access = list(ACCESS_HEADS, ACCESS_CHANGE_IDS)
circuit = /obj/item/circuitboard/computer/card
light_color = LIGHT_COLOR_BLUE
var/mode = 0
var/printing = null
var/target_dept = 0 //Which department this computer has access to. 0=all departments
@@ -48,7 +49,6 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
var/list/region_access = null
var/list/head_subordinates = null
light_color = LIGHT_COLOR_BLUE
/obj/machinery/computer/card/proc/get_jobs()
return get_all_jobs()
@@ -610,7 +610,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
target_dept = 2
icon_screen = "idhos"
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
/obj/machinery/computer/card/minor/cmo
target_dept = 3

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@@ -18,6 +18,7 @@
icon_keyboard = "tech_key"
req_access = list(ACCESS_HEADS)
circuit = /obj/item/circuitboard/computer/communications
light_color = LIGHT_COLOR_BLUE
var/auth_id = "Unknown" //Who is currently logged in?
var/list/datum/comm_message/messages = list()
var/datum/comm_message/currmsg
@@ -31,7 +32,6 @@
var/stat_msg1
var/stat_msg2
light_color = LIGHT_COLOR_BLUE
/obj/machinery/computer/communications/proc/checkCCcooldown()
var/obj/item/circuitboard/computer/communications/CM = circuit

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@@ -7,6 +7,7 @@
icon_keyboard = "med_key"
req_one_access = list(ACCESS_MEDICAL, ACCESS_FORENSICS_LOCKERS)
circuit = /obj/item/circuitboard/computer/med_data
light_color = LIGHT_COLOR_BLUE
var/rank = null
var/screen = null
var/datum/data/record/active1
@@ -17,7 +18,6 @@
var/sortBy = "name"
var/order = 1 // -1 = Descending - 1 = Ascending
light_color = LIGHT_COLOR_BLUE
/obj/machinery/computer/med_data/syndie
icon_keyboard = "syndie_key"

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@@ -6,6 +6,7 @@
icon_keyboard = "security_key"
req_access = list(ACCESS_ARMORY)
circuit = /obj/item/circuitboard/computer/gulag_teleporter_console
light_color = COLOR_SOFT_RED
var/default_goal = 200
var/obj/machinery/gulag_teleporter/teleporter = null
@@ -13,7 +14,6 @@
var/mob/living/carbon/human/prisoner = null
var/datum/data/record/temporary_record = null
light_color = LIGHT_COLOR_RED
/obj/machinery/computer/prisoner/gulag_teleporter_computer/Initialize()
. = ..()

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@@ -4,6 +4,7 @@
icon_screen = "explosive"
icon_keyboard = "security_key"
req_access = list(ACCESS_BRIG)
light_color = COLOR_SOFT_RED
var/id = 0
var/temp = null
var/status = 0
@@ -12,7 +13,6 @@
var/screen = 0 // 0 - No Access Denied, 1 - Access allowed
circuit = /obj/item/circuitboard/computer/prisoner
light_color = LIGHT_COLOR_RED
/obj/machinery/computer/prisoner/management/ui_interact(mob/user)
. = ..()

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@@ -5,6 +5,7 @@
icon_keyboard = "security_key"
req_one_access = list(ACCESS_SECURITY, ACCESS_FORENSICS_LOCKERS)
circuit = /obj/item/circuitboard/computer/secure_data
light_color = COLOR_SOFT_RED
var/rank = null
var/screen = null
var/datum/data/record/active1 = null
@@ -18,7 +19,6 @@
var/sortBy = "name"
var/order = 1 // -1 = Descending - 1 = Ascending
light_color = LIGHT_COLOR_RED
/obj/machinery/computer/secure_data/syndie
icon_keyboard = "syndie_key"

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@@ -4,7 +4,7 @@
icon_screen = "security"
icon_keyboard = "security_key"
circuit = /obj/item/circuitboard/computer/warrant
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
var/screen = null
var/datum/data/record/current = null

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@@ -186,57 +186,57 @@
FOR_DVIEW(var/turf/t, 3, get_turf(src),INVISIBILITY_LIGHTING)
if(t.x == cen.x && t.y > cen.y)
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = LIGHT_COLOR_RED
L.light_power = 30-(get_dist(src,L)*8)
L.set_light_color(COLOR_SOFT_RED)
L.set_light_power(30-(get_dist(src,L)*8))
L.range = 1+get_dist(src, L)
spotlights+=L
continue
if(t.x == cen.x && t.y < cen.y)
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = LIGHT_COLOR_PURPLE
L.light_power = 30-(get_dist(src,L)*8)
L.set_light_color(LIGHT_COLOR_PURPLE)
L.set_light_power(30-(get_dist(src,L)*8))
L.range = 1+get_dist(src, L)
spotlights+=L
continue
if(t.x > cen.x && t.y == cen.y)
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = LIGHT_COLOR_YELLOW
L.light_power = 30-(get_dist(src,L)*8)
L.set_light_color(LIGHT_COLOR_YELLOW)
L.set_light_power(30-(get_dist(src,L)*8))
L.range = 1+get_dist(src, L)
spotlights+=L
continue
if(t.x < cen.x && t.y == cen.y)
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = LIGHT_COLOR_GREEN
L.light_power = 30-(get_dist(src,L)*8)
L.set_light_color(LIGHT_COLOR_GREEN)
L.set_light_power(30-(get_dist(src,L)*8))
L.range = 1+get_dist(src, L)
spotlights+=L
continue
if((t.x+1 == cen.x && t.y+1 == cen.y) || (t.x+2==cen.x && t.y+2 == cen.y))
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = LIGHT_COLOR_ORANGE
L.light_power = 30-(get_dist(src,L)*8)
L.set_light_color(LIGHT_COLOR_ORANGE)
L.set_light_power(30-(get_dist(src,L)*8))
L.range = 1.4+get_dist(src, L)
spotlights+=L
continue
if((t.x-1 == cen.x && t.y-1 == cen.y) || (t.x-2==cen.x && t.y-2 == cen.y))
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = LIGHT_COLOR_CYAN
L.light_power = 30-(get_dist(src,L)*8)
L.set_light_color(LIGHT_COLOR_CYAN)
L.set_light_power(30-(get_dist(src,L)*8))
L.range = 1.4+get_dist(src, L)
spotlights+=L
continue
if((t.x-1 == cen.x && t.y+1 == cen.y) || (t.x-2==cen.x && t.y+2 == cen.y))
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = LIGHT_COLOR_BLUEGREEN
L.light_power = 30-(get_dist(src,L)*8)
L.set_light_color(LIGHT_COLOR_BLUEGREEN)
L.set_light_power(30-(get_dist(src,L)*8))
L.range = 1.4+get_dist(src, L)
spotlights+=L
continue
if((t.x+1 == cen.x && t.y-1 == cen.y) || (t.x+2==cen.x && t.y-2 == cen.y))
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = LIGHT_COLOR_BLUE
L.light_power = 30-(get_dist(src,L)*8)
L.set_light_color(LIGHT_COLOR_BLUE)
L.set_light_power(30-(get_dist(src,L)*8))
L.range = 1.4+get_dist(src, L)
spotlights+=L
continue
@@ -276,50 +276,50 @@
for(var/obj/item/flashlight/spotlight/glow in spotlights) // The multiples reflects custom adjustments to each colors after dozens of tests
if(QDELETED(src) || !active || QDELETED(glow))
return
if(glow.light_color == LIGHT_COLOR_RED)
glow.light_color = LIGHT_COLOR_BLUE
glow.light_power = glow.light_power * 1.48
glow.light_range = 0
if(glow.light_color == COLOR_SOFT_RED)
glow.set_light_color(LIGHT_COLOR_BLUE)
glow.set_light_power(glow.light_power * 1.48)
glow.set_light_range(0)
glow.update_light()
continue
if(glow.light_color == LIGHT_COLOR_BLUE)
glow.light_color = LIGHT_COLOR_GREEN
glow.light_range = glow.range * DISCO_INFENO_RANGE
glow.light_power = glow.light_power * 2 // Any changes to power must come in pairs to neutralize it for other colors
glow.set_light_color(LIGHT_COLOR_GREEN)
glow.set_light_range(glow.range * DISCO_INFENO_RANGE)
glow.set_light_power(glow.light_power * 2) // Any changes to power must come in pairs to neutralize it for other colors
glow.update_light()
continue
if(glow.light_color == LIGHT_COLOR_GREEN)
glow.light_color = LIGHT_COLOR_ORANGE
glow.light_power = glow.light_power * 0.5
glow.light_range = 0
glow.set_light_color(LIGHT_COLOR_ORANGE)
glow.set_light_power(glow.light_power * 0.5)
glow.set_light_range(0)
glow.update_light()
continue
if(glow.light_color == LIGHT_COLOR_ORANGE)
glow.light_color = LIGHT_COLOR_PURPLE
glow.light_power = glow.light_power * 2.27
glow.light_range = glow.range * DISCO_INFENO_RANGE
glow.set_light_color(LIGHT_COLOR_PURPLE)
glow.set_light_power(glow.light_power * 2.27)
glow.set_light_range(glow.range * DISCO_INFENO_RANGE)
glow.update_light()
continue
if(glow.light_color == LIGHT_COLOR_PURPLE)
glow.light_color = LIGHT_COLOR_BLUEGREEN
glow.light_power = glow.light_power * 0.44
glow.light_range = 0
glow.set_light_color(LIGHT_COLOR_BLUEGREEN)
glow.set_light_power(glow.light_power * 0.44)
glow.set_light_range(0)
glow.update_light()
continue
if(glow.light_color == LIGHT_COLOR_BLUEGREEN)
glow.light_color = LIGHT_COLOR_YELLOW
glow.light_range = glow.range * DISCO_INFENO_RANGE
glow.set_light_color(LIGHT_COLOR_YELLOW)
glow.set_light_range(glow.range * DISCO_INFENO_RANGE)
glow.update_light()
continue
if(glow.light_color == LIGHT_COLOR_YELLOW)
glow.light_color = LIGHT_COLOR_CYAN
glow.light_range = 0
glow.set_light_color(LIGHT_COLOR_CYAN)
glow.set_light_range(0)
glow.update_light()
continue
if(glow.light_color == LIGHT_COLOR_CYAN)
glow.light_color = LIGHT_COLOR_RED
glow.light_power = glow.light_power * 0.68
glow.light_range = glow.range * DISCO_INFENO_RANGE
glow.set_light_color(COLOR_SOFT_RED)
glow.set_light_power(glow.light_power * 0.68)
glow.set_light_range(glow.range * DISCO_INFENO_RANGE)
glow.update_light()
continue
if(prob(2)) // Unique effects for the dance floor that show up randomly to mix things up

View File

@@ -28,7 +28,7 @@
light_power = 0
light_range = 7
light_color = "#ff3232"
light_color = COLOR_VIVID_RED
//Trick to get the glowing overlay visible from a distance
luminosity = 1

View File

@@ -7,7 +7,7 @@
icon_state = "mflash1"
max_integrity = 250
integrity_failure = 0.4
light_color = LIGHT_COLOR_WHITE
light_color = COLOR_WHITE
light_power = FLASH_LIGHT_POWER
damage_deflection = 10
var/obj/item/assembly/flash/handheld/bulb

View File

@@ -360,7 +360,7 @@
if("green")
set_light(2,2, LIGHT_COLOR_GREEN)
if("red")
set_light(2,2, LIGHT_COLOR_RED)
set_light(2,2, COLOR_SOFT_RED)
/obj/machinery/roulette/welder_act(mob/living/user, obj/item/I)
. = ..()

View File

@@ -23,6 +23,7 @@
use_power = IDLE_POWER_USE
idle_power_usage = 50
circuit = /obj/item/circuitboard/computer/slot_machine
light_color = LIGHT_COLOR_BROWN
var/money = 3000 //How much money it has CONSUMED
var/plays = 0
var/working = 0
@@ -34,7 +35,6 @@
var/list/reels = list(list("", "", "") = 0, list("", "", "") = 0, list("", "", "") = 0, list("", "", "") = 0, list("", "", "") = 0)
var/list/symbols = list(SEVEN = 1, "<font color='orange'>&</font>" = 2, "<font color='yellow'>@</font>" = 2, "<font color='green'>$</font>" = 2, "<font color='blue'>?</font>" = 2, "<font color='grey'>#</font>" = 2, "<font color='white'>!</font>" = 2, "<font color='fuchsia'>%</font>" = 2) //if people are winning too much, multiply every number in this list by 2 and see if they are still winning too much.
light_color = LIGHT_COLOR_BROWN
/obj/machinery/computer/slot_machine/Initialize()
. = ..()

View File

@@ -17,6 +17,7 @@
desc = "Used to monitor the crew's PDA messages, as well as request console messages."
icon_screen = "comm_logs"
circuit = /obj/item/circuitboard/computer/message_monitor
light_color = LIGHT_COLOR_GREEN
//Server linked to.
var/obj/machinery/telecomms/message_server/linkedServer = null
//Sparks effect - For emag
@@ -38,7 +39,6 @@
var/customjob = "Admin"
var/custommessage = "This is a test, please ignore."
light_color = LIGHT_COLOR_GREEN
/obj/machinery/computer/message_monitor/attackby(obj/item/O, mob/living/user, params)
if(O.tool_behaviour == TOOL_SCREWDRIVER && (obj_flags & EMAGGED))

View File

@@ -86,8 +86,8 @@
icon_screen = "recharge_comp"
icon_keyboard = "rd_key"
circuit = /obj/item/circuitboard/computer/mech_bay_power_console
var/obj/machinery/mech_bay_recharge_port/recharge_port
light_color = LIGHT_COLOR_PINK
var/obj/machinery/mech_bay_recharge_port/recharge_port
/obj/machinery/computer/mech_bay_power_console/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)

View File

@@ -75,8 +75,8 @@
name = "lighting fx obj"
desc = "Tell a coder if you're seeing this."
icon_state = "nothing"
light_color = "#FFFFFF"
light_range = MINIMUM_USEFUL_LIGHT_RANGE
light_color = COLOR_WHITE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/dummy/lighting_obj/Initialize(mapload, _color, _range, _power, _duration)

View File

@@ -751,7 +751,7 @@ RLD
var/obj/machinery/light/L = new /obj/machinery/light(light)
L.setDir(align)
L.color = color_choice
L.light_color = L.color
L.set_light_color(L.color)
return TRUE
return FALSE
@@ -771,7 +771,7 @@ RLD
var/destination = get_turf(A)
var/obj/machinery/light/floor/FL = new /obj/machinery/light/floor(destination)
FL.color = color_choice
FL.light_color = FL.color
FL.set_light_color(FL.color)
return TRUE
return FALSE
@@ -781,7 +781,7 @@ RLD
to_chat(user, "<span class='notice'>You fire a glowstick!</span>")
var/obj/item/flashlight/glowstick/G = new /obj/item/flashlight/glowstick(start)
G.color = color_choice
G.light_color = G.color
G.set_light_color(G.color)
G.throw_at(A, 9, 3, user)
G.on = TRUE
G.update_brightness()

View File

@@ -613,6 +613,11 @@ CIGARETTE PACKETS ARE IN FANCY.DM
w_class = WEIGHT_CLASS_TINY
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
heat = 1500
resistance_flags = FIRE_PROOF
grind_results = list(/datum/reagent/iron = 1, /datum/reagent/fuel = 5, /datum/reagent/fuel/oil = 5)
custom_price = 55
light_color = LIGHT_COLOR_FIRE
var/lit = 0
var/fancy = TRUE
var/overlay_state
@@ -622,11 +627,6 @@ CIGARETTE PACKETS ARE IN FANCY.DM
"thirteen",
"snake"
)
heat = 1500
resistance_flags = FIRE_PROOF
light_color = LIGHT_COLOR_FIRE
grind_results = list(/datum/reagent/iron = 1, /datum/reagent/fuel = 5, /datum/reagent/fuel/oil = 5)
custom_price = 55
/obj/item/lighter/Initialize()
. = ..()

View File

@@ -452,7 +452,7 @@
/obj/item/flashlight/glowstick/Initialize()
fuel = rand(1600, 2000)
light_color = color
set_light_color(color)
. = ..()
/obj/item/flashlight/glowstick/Destroy()
@@ -514,7 +514,7 @@
/obj/item/flashlight/glowstick/red
name = "red glowstick"
color = LIGHT_COLOR_RED
color = COLOR_SOFT_RED
/obj/item/flashlight/glowstick/blue
name = "blue glowstick"
@@ -549,7 +549,7 @@
name = "disco light"
desc = "Groovy..."
icon_state = null
light_color = null
light_color = COLOR_WHITE
brightness_on = 0
light_range = 0
light_power = 10

View File

@@ -13,11 +13,9 @@
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
var/w_class_on = WEIGHT_CLASS_BULKY
hitsound = "swing_hit"
armour_penetration = 35
var/saber_color = "green"
light_color = "#00ff00"//green
light_color = LIGHT_COLOR_ELECTRIC_GREEN
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "tore", "lacerated", "ripped", "diced", "cut")
block_chance = 75
max_integrity = 200
@@ -25,6 +23,8 @@
resistance_flags = FIRE_PROOF
wound_bonus = -110
bare_wound_bonus = 20
var/w_class_on = WEIGHT_CLASS_BULKY
var/saber_color = "green"
var/two_hand_force = 34
var/hacked = FALSE
var/brightness_on = 6 //TWICE AS BRIGHT AS A REGULAR ESWORD
@@ -97,13 +97,13 @@
saber_color = pick(possible_colors)
switch(saber_color)
if("red")
light_color = LIGHT_COLOR_RED
set_light_color(COLOR_SOFT_RED)
if("green")
light_color = LIGHT_COLOR_GREEN
set_light_color(LIGHT_COLOR_GREEN)
if("blue")
light_color = LIGHT_COLOR_LIGHT_CYAN
set_light_color(LIGHT_COLOR_LIGHT_CYAN)
if("purple")
light_color = LIGHT_COLOR_LAVENDER
set_light_color(LIGHT_COLOR_LAVENDER)
/obj/item/dualsaber/Destroy()
STOP_PROCESSING(SSobj, src)
@@ -141,7 +141,7 @@
/obj/item/dualsaber/process()
if(wielded)
if(hacked)
light_color = pick(LIGHT_COLOR_RED, LIGHT_COLOR_GREEN, LIGHT_COLOR_LIGHT_CYAN, LIGHT_COLOR_LAVENDER)
set_light_color(pick(COLOR_SOFT_RED, LIGHT_COLOR_GREEN, LIGHT_COLOR_LIGHT_CYAN, LIGHT_COLOR_LAVENDER))
open_flame()
else
STOP_PROCESSING(SSobj, src)

View File

@@ -9,13 +9,12 @@
flags_1 = CONDUCT_1
force = 3
throwforce = 10
var/acti_sound = 'sound/items/welderactivate.ogg'
var/deac_sound = 'sound/items/welderdeactivate.ogg'
throw_speed = 1
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron=500)
resistance_flags = FIRE_PROOF
trigger_guard = TRIGGER_GUARD_NORMAL
var/status = FALSE
var/lit = FALSE //on or off
var/operating = FALSE//cooldown
@@ -27,7 +26,8 @@
var/create_full = FALSE
var/create_with_tank = FALSE
var/igniter_type = /obj/item/assembly/igniter
trigger_guard = TRIGGER_GUARD_NORMAL
var/acti_sound = 'sound/items/welderactivate.ogg'
var/deac_sound = 'sound/items/welderdeactivate.ogg'
/obj/item/flamethrower/ComponentInitialize()
. = ..()

View File

@@ -14,7 +14,7 @@
return
do_sparks(rand(5, 9), FALSE, src)
playsound(flashbang_turf, 'sound/weapons/flashbang.ogg', 100, TRUE, 8, 0.9)
new /obj/effect/dummy/lighting_obj (flashbang_turf, LIGHT_COLOR_WHITE, (flashbang_range + 2), 4, 2)
new /obj/effect/dummy/lighting_obj (flashbang_turf, COLOR_WHITE, (flashbang_range + 2), 4, 2)
for(var/mob/living/M in get_hearers_in_view(flashbang_range, flashbang_turf))
bang(get_turf(M), M)
qdel(src)
@@ -82,7 +82,7 @@
return
do_sparks(rand(5, 9), FALSE, src)
playsound(flashbang_turf, 'sound/weapons/flashbang.ogg', 50, TRUE, 8, 0.9)
new /obj/effect/dummy/lighting_obj (flashbang_turf, LIGHT_COLOR_WHITE, (flashbang_range + 2), 2, 1)
new /obj/effect/dummy/lighting_obj (flashbang_turf, COLOR_WHITE, (flashbang_range + 2), 2, 1)
for(var/mob/living/M in get_hearers_in_view(flashbang_range, flashbang_turf))
pop(get_turf(M), M)
qdel(src)

View File

@@ -80,7 +80,7 @@
armour_penetration = 100
attack_verb_off = list("attacked", "chopped", "cleaved", "tore", "lacerated", "cut")
attack_verb_on = list()
light_color = "#40ceff"
light_color = LIGHT_COLOR_LIGHT_CYAN
/obj/item/melee/transforming/energy/axe/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!</span>")
@@ -139,7 +139,7 @@
hitcost = 75 //Costs more than a standard cyborg esword
w_class = WEIGHT_CLASS_NORMAL
sharpness = SHARP_EDGED
light_color = "#40ceff"
light_color = LIGHT_COLOR_LIGHT_CYAN
tool_behaviour = TOOL_SAW
toolspeed = 0.7 //faster as a saw
@@ -152,7 +152,7 @@
return 0
/obj/item/melee/transforming/energy/sword/saber
var/list/possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
var/list/possible_colors = list("red" = COLOR_SOFT_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
var/hacked = FALSE
/obj/item/melee/transforming/energy/sword/saber/Initialize(mapload)
@@ -160,17 +160,17 @@
if(LAZYLEN(possible_colors))
var/set_color = pick(possible_colors)
sword_color = set_color
light_color = possible_colors[set_color]
set_light_color(possible_colors[set_color])
/obj/item/melee/transforming/energy/sword/saber/process()
. = ..()
if(hacked)
var/set_color = pick(possible_colors)
light_color = possible_colors[set_color]
set_light_color(possible_colors[set_color])
update_light()
/obj/item/melee/transforming/energy/sword/saber/red
possible_colors = list("red" = LIGHT_COLOR_RED)
possible_colors = list("red" = COLOR_SOFT_RED)
/obj/item/melee/transforming/energy/sword/saber/blue
possible_colors = list("blue" = LIGHT_COLOR_LIGHT_CYAN)
@@ -203,7 +203,7 @@
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
icon_state_on = "cutlass1"
light_color = "#ff0000"
light_color = COLOR_RED
/obj/item/melee/transforming/energy/blade
name = "energy blade"

View File

@@ -43,7 +43,7 @@
/obj/item/pitchfork/demonic/Initialize()
. = ..()
set_light(3,6,LIGHT_COLOR_RED)
set_light(3,6,COLOR_SOFT_RED)
/obj/item/pitchfork/demonic/ComponentInitialize()
. = ..()

View File

@@ -16,14 +16,17 @@
usesound = list('sound/items/welder.ogg', 'sound/items/welder2.ogg')
drop_sound = 'sound/items/handling/weldingtool_drop.ogg'
pickup_sound = 'sound/items/handling/weldingtool_pickup.ogg'
var/acti_sound = 'sound/items/welderactivate.ogg'
var/deac_sound = 'sound/items/welderdeactivate.ogg'
light_color = LIGHT_COLOR_FIRE
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
resistance_flags = FIRE_PROOF
heat = 3800
tool_behaviour = TOOL_WELDER
toolspeed = 1
wound_bonus = 10
bare_wound_bonus = 15
custom_materials = list(/datum/material/iron=70, /datum/material/glass=30)
var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2)
var/status = TRUE //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
@@ -32,11 +35,8 @@
var/can_off_process = 0
var/light_intensity = 2 //how powerful the emitted light is when used.
var/burned_fuel_for = 0 //when fuel was last removed
heat = 3800
tool_behaviour = TOOL_WELDER
toolspeed = 1
wound_bonus = 10
bare_wound_bonus = 15
var/acti_sound = 'sound/items/welderactivate.ogg'
var/deac_sound = 'sound/items/welderdeactivate.ogg'
/obj/item/weldingtool/Initialize()
. = ..()
@@ -358,11 +358,11 @@
inhand_icon_state = "exwelder"
max_fuel = 40
custom_materials = list(/datum/material/iron=70, /datum/material/glass=120)
var/last_gen = 0
change_icons = 0
can_off_process = 1
light_intensity = 1
toolspeed = 0.5
var/last_gen = 0
var/nextrefueltick = 0
/obj/item/weldingtool/experimental/process()

View File

@@ -52,7 +52,7 @@
/obj/item/wrench/medical/suicide_act(mob/living/user)
user.visible_message("<span class='suicide'>[user] is praying to the medical wrench to take [user.p_their()] soul. It looks like [user.p_theyre()] trying to commit suicide!</span>")
user.Stun(100, ignore_canstun = TRUE)// Stun stops them from wandering off
user.light_color = "#FAE48E"
user.set_light_color(COLOR_VERY_SOFT_YELLOW)
user.set_light(2)
user.add_overlay(mutable_appearance('icons/effects/genetics.dmi', "servitude", -MUTATIONS_LAYER))
playsound(loc, 'sound/effects/pray.ogg', 50, TRUE, -1)

View File

@@ -371,7 +371,7 @@
name = "photosynthetic potted plant"
desc = "A bioluminescent plant."
icon_state = "plant-09"
light_color = "#2cb2e8"
light_color = COLOR_BRIGHT_BLUE
light_range = 3
/obj/item/kirbyplants/fullysynthetic

View File

@@ -76,7 +76,7 @@ GLOBAL_LIST_INIT(ore_probability, list(/obj/item/stack/ore/uranium = 50,
icon_state = "nether"
mob_types = list(/mob/living/simple_animal/hostile/asteroid/ice_demon)
light_range = 1
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
/obj/structure/spawner/ice_moon/demonic_portal/clear_rock()
for(var/turf/F in RANGE_TURFS(3, src))

View File

@@ -102,7 +102,7 @@
floor_tile = /obj/item/stack/tile/fairygrass
light_range = 2
light_power = 0.80
light_color = "#33CCFF"
light_color = COLOR_BLUE_LIGHT
/turf/open/floor/grass/snow
gender = PLURAL

View File

@@ -15,7 +15,7 @@
///defines on top
var/state = LIGHTFLOOR_FINE
///list of colours to choose
var/static/list/coloredlights = list(LIGHT_COLOR_CYAN, LIGHT_COLOR_RED, LIGHT_COLOR_ORANGE, LIGHT_COLOR_GREEN, LIGHT_COLOR_YELLOW, LIGHT_COLOR_DARK_BLUE, LIGHT_COLOR_LAVENDER, LIGHT_COLOR_WHITE, LIGHT_COLOR_SLIME_LAMP, LIGHT_COLOR_FIRE)
var/static/list/coloredlights = list(LIGHT_COLOR_CYAN, COLOR_SOFT_RED, LIGHT_COLOR_ORANGE, LIGHT_COLOR_GREEN, LIGHT_COLOR_YELLOW, LIGHT_COLOR_DARK_BLUE, LIGHT_COLOR_LAVENDER, COLOR_WHITE, LIGHT_COLOR_SLIME_LAMP, LIGHT_COLOR_FIRE)
///current light color
var/currentcolor = LIGHT_COLOR_CYAN
///var to prevent changing color on certain admin spawn only tiles
@@ -36,13 +36,13 @@
/turf/open/floor/light/proc/populate_lighttile_designs()
lighttile_designs = list(
LIGHT_COLOR_CYAN = image(icon = src.icon, icon_state = "light_on-1"),
LIGHT_COLOR_RED = image(icon = src.icon, icon_state = "light_on-2"),
COLOR_SOFT_RED = image(icon = src.icon, icon_state = "light_on-2"),
LIGHT_COLOR_ORANGE = image(icon = src.icon, icon_state = "light_on-3"),
LIGHT_COLOR_GREEN = image(icon = src.icon, icon_state = "light_on-4"),
LIGHT_COLOR_YELLOW = image(icon = src.icon, icon_state = "light_on-5"),
LIGHT_COLOR_DARK_BLUE = image(icon = src.icon, icon_state = "light_on-6"),
LIGHT_COLOR_LAVENDER = image(icon = src.icon, icon_state = "light_on-7"),
LIGHT_COLOR_WHITE = image(icon = src.icon, icon_state = "light_on-8"),
COLOR_WHITE = image(icon = src.icon, icon_state = "light_on-8"),
LIGHT_COLOR_SLIME_LAMP = image(icon = src.icon, icon_state = "light_on-9"),
LIGHT_COLOR_FIRE = image(icon = src.icon, icon_state = "light_on-10")
)
@@ -64,12 +64,12 @@
switch(state)
if(LIGHTFLOOR_FINE)
icon_state = "light_on-[LAZYFIND(coloredlights, currentcolor)]"
light_color = currentcolor
set_light_color(currentcolor)
set_light(5)
light_range = 3
if(LIGHTFLOOR_FLICKER)
icon_state = "light_on_flicker-[LAZYFIND(coloredlights, currentcolor)]"
light_color = currentcolor
set_light_color(currentcolor)
set_light(3)
light_range = 2
if(LIGHTFLOOR_BREAKING)

View File

@@ -31,10 +31,10 @@
if(on)
if(LAZYLEN(SSmapping.nuke_threats))
icon_state = "rcircuitanim"
light_color = LIGHT_COLOR_FLARE
set_light_color(LIGHT_COLOR_FLARE)
else
icon_state = icon_normal
light_color = initial(light_color)
set_light_color(initial(light_color))
set_light(1.4, 0.5)
else
icon_state = "[icon_normal]off"

View File

@@ -92,7 +92,7 @@
throw_speed = 1
throw_range = 3
sharpness = SHARP_EDGED
light_color = "#ff0000"
light_color = COLOR_RED
attack_verb = list("cleaved", "slashed", "tore", "lacerated", "hacked", "ripped", "diced", "carved")
icon_state = "cultbastard"
inhand_icon_state = "cultbastard"

View File

@@ -168,7 +168,7 @@
desc = "A floating crystal that slowly heals those faithful to Nar'Sie."
icon_state = "pylon"
light_range = 1.5
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
break_sound = 'sound/effects/glassbr2.ogg'
break_message = "<span class='warning'>The blood-red crystal falls to the floor and shatters!</span>"
var/heal_delay = 25

View File

@@ -430,11 +430,11 @@ structure_check() searches for nearby cultist structures required for the invoca
playsound(T, pick('sound/effects/sparks1.ogg', 'sound/effects/sparks2.ogg', 'sound/effects/sparks3.ogg', 'sound/effects/sparks4.ogg'), 100, TRUE, 14)
inner_portal = new /obj/effect/temp_visual/cult/portal(T)
if(portal_type == "space")
light_color = color
set_light_color(color)
desc += "<br><b>A tear in reality reveals a black void interspersed with dots of light... something recently teleported here from space.<br><u>The void feels like it's trying to pull you to the [dir2text(get_dir(T, origin))]!</u></b>"
else
inner_portal.icon_state = "lava"
light_color = LIGHT_COLOR_FIRE
set_light_color(LIGHT_COLOR_FIRE)
desc += "<br><b>A tear in reality reveals a coursing river of lava... something recently teleported here from the Lavaland Mines!</b>"
outer_portal = new(T, 600, color)
light_range = 4

View File

@@ -9,7 +9,7 @@
throwforce = 0
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/iron = 300, /datum/material/glass = 300)
light_color = LIGHT_COLOR_WHITE
light_color = COLOR_WHITE
light_power = FLASH_LIGHT_POWER
var/flashing_overlay = "flash-f"
var/times_used = 0 //Number of times it's been used.

View File

@@ -52,6 +52,7 @@
light_range = LIGHT_RANGE_FIRE
light_color = LIGHT_COLOR_FIRE
blend_mode = BLEND_ADD
light_color = LIGHT_COLOR_FIRE
var/volume = 125
var/temperature = FIRE_MINIMUM_TEMPERATURE_TO_EXIST

View File

@@ -5,7 +5,7 @@
desc = "Used to check and claim bounties offered by Nanotrasen"
icon_screen = "bounty"
circuit = /obj/item/circuitboard/computer/bounty
light_color = "#E2853D"//orange
light_color = COLOR_BRIGHT_ORANGE
var/printer_ready = 0 //cooldown var
var/static/datum/bank_account/cargocash

View File

@@ -3,6 +3,7 @@
desc = "Used to order supplies, approve requests, and control the shuttle."
icon_screen = "supply"
circuit = /obj/item/circuitboard/computer/cargo
light_color = COLOR_BRIGHT_ORANGE
var/requestonly = FALSE
var/contraband = FALSE
@@ -17,7 +18,6 @@
var/message_cooldown
var/list/loaded_coupons
light_color = "#E2853D"//orange
/obj/machinery/computer/cargo/request
name = "supply request console"

View File

@@ -179,7 +179,7 @@
shuttleId = "pirateship"
icon_screen = "syndishuttle"
icon_keyboard = "syndie_key"
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
possible_destinations = "pirateship_away;pirateship_home;pirateship_custom"
/obj/machinery/computer/camera_advanced/shuttle_docker/syndicate/pirate

View File

@@ -151,7 +151,7 @@
var/hash = md5(hidden_message)
var/newcolor = copytext_char(hash, 1, 7)
add_atom_colour("#[newcolor]", FIXED_COLOUR_PRIORITY)
light_color = "#[newcolor]"
set_light_color("#[newcolor]")
set_light(1)
/obj/structure/chisel_message/proc/pack()

View File

@@ -1,12 +1,4 @@
/atom
var/light_power = 1 // Intensity of the light.
var/light_range = 0 // Range in tiles of the light.
var/light_color // Hexadecimal RGB string representing the colour of the light.
var/tmp/datum/light_source/light // Our light source. Don't fuck with this directly unless you have a good reason!
var/tmp/list/light_sources // Any light sources that are "inside" of us, for example, if src here was a mob that's carrying a flashlight, that flashlight's light source would be part of this list.
// The proc you should always use to set the light of this atom.
// Nonesensical value for l_color default, so we can detect if it gets set to null.
#define NONSENSICAL_VALUE -99999
@@ -98,15 +90,15 @@
return ..()
/atom/proc/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = LIGHT_COLOR_WHITE, _duration = FLASH_LIGHT_DURATION, _reset_lighting = TRUE)
/atom/proc/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = COLOR_WHITE, _duration = FLASH_LIGHT_DURATION, _reset_lighting = TRUE)
return
/turf/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = LIGHT_COLOR_WHITE, _duration = FLASH_LIGHT_DURATION, _reset_lighting = TRUE)
/turf/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = COLOR_WHITE, _duration = FLASH_LIGHT_DURATION, _reset_lighting = TRUE)
if(!_duration)
stack_trace("Lighting FX obj created on a turf without a duration")
new /obj/effect/dummy/lighting_obj (src, _color, _range, _power, _duration)
/obj/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = LIGHT_COLOR_WHITE, _duration = FLASH_LIGHT_DURATION, _reset_lighting = TRUE)
/obj/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = COLOR_WHITE, _duration = FLASH_LIGHT_DURATION, _reset_lighting = TRUE)
var/temp_color
var/temp_power
var/temp_range
@@ -117,10 +109,41 @@
set_light(_range, _power, _color)
addtimer(CALLBACK(src, /atom/proc/set_light, _reset_lighting ? initial(light_range) : temp_range, _reset_lighting ? initial(light_power) : temp_power, _reset_lighting ? initial(light_color) : temp_color), _duration, TIMER_OVERRIDE|TIMER_UNIQUE)
/mob/living/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = LIGHT_COLOR_WHITE, _duration = FLASH_LIGHT_DURATION, _reset_lighting = TRUE)
/mob/living/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = COLOR_WHITE, _duration = FLASH_LIGHT_DURATION, _reset_lighting = TRUE)
mob_light(_color, _range, _power, _duration)
/mob/living/proc/mob_light(_color, _range, _power, _duration)
var/obj/effect/dummy/lighting_obj/moblight/mob_light_obj = new (src, _color, _range, _power, _duration)
return mob_light_obj
/atom/proc/set_light_range(new_range)
if(new_range == light_range)
return
SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_RANGE, new_range)
. = light_range
light_range = new_range
/atom/proc/set_light_power(new_power)
if(new_power == light_power)
return
SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_POWER, new_power)
. = light_power
light_power = new_power
/atom/proc/set_light_color(new_color)
if(new_color == light_color)
return
SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_COLOR, new_color)
. = light_color
light_color = new_color
/atom/proc/set_light_on(new_value)
if(new_value == light_on)
return
SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_ON, new_value)
. = light_on
light_on = new_value

View File

@@ -20,12 +20,12 @@
sharpness = SHARP_EDGED
actions_types = list(/datum/action/item_action/toggle_light)
obj_flags = UNIQUE_RENAME
light_on = FALSE
var/list/trophies = list()
var/charged = TRUE
var/charge_time = 15
var/detonation_damage = 50
var/backstab_bonus = 30
var/light_on = FALSE
var/brightness_on = 5
var/wielded = FALSE // track wielded status on item
@@ -148,7 +148,7 @@
playsound(src.loc, 'sound/weapons/kenetic_reload.ogg', 60, TRUE)
/obj/item/kinetic_crusher/ui_action_click(mob/user, actiontype)
light_on = !light_on
set_light_on(!light_on)
playsound(user, 'sound/weapons/empty.ogg', 100, TRUE)
update_brightness(user)
update_icon()

View File

@@ -191,7 +191,7 @@
base_build_path = /obj/machinery/smartfridge/survival_pod
light_range = 5
light_power = 1.2
light_color = "#DDFFD3"
light_color = COLOR_VERY_PALE_LIME_GREEN
max_n_of_items = 10
pixel_y = -4
flags_1 = NODECONSTRUCT_1

View File

@@ -35,8 +35,8 @@
healable = 0
loot = list(/obj/effect/decal/cleanable/robot_debris)
del_on_death = TRUE
light_on = FALSE
var/mode = MINEDRONE_COLLECT
var/light_on = 0
var/obj/item/gun/energy/kinetic_accelerator/minebot/stored_gun
/mob/living/simple_animal/hostile/mining_drone/Initialize()

View File

@@ -449,8 +449,8 @@
name = "luminescent glow"
desc = "Tell a coder if you're seeing this."
icon_state = "nothing"
light_color = "#FFFFFF"
light_range = LUMINESCENT_DEFAULT_GLOW
light_color = COLOR_WHITE
/obj/effect/dummy/luminescent_glow/Initialize()
. = ..()

View File

@@ -30,7 +30,7 @@ Difficulty: Medium
icon = 'icons/mob/broadMobs.dmi'
health_doll_icon = "miner"
mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
light_color = "#E4C7C5"
light_color = COLOR_LIGHT_GRAYISH_RED
movement_type = GROUND
speak_emote = list("roars")
speed = 3

View File

@@ -16,7 +16,7 @@ Difficulty: Extremely Hard
attack_verb_simple = "pummels"
attack_sound = 'sound/weapons/sonic_jackhammer.ogg'
mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
light_color = "#E4C7C5"
light_color = COLOR_LIGHT_GRAYISH_RED
movement_type = GROUND
weather_immunities = list("snow")
speak_emote = list("roars")

View File

@@ -376,7 +376,7 @@
damage = 19
range = 6
eyeblur = 0
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
impact_effect_type = /obj/effect/temp_visual/kinetic_blast
tracer_type = /obj/effect/projectile/tracer/legion
muzzle_type = /obj/effect/projectile/tracer/legion

View File

@@ -194,7 +194,7 @@ Difficulty: Hard
var/obj/effect/portal/permanent/one_way/exit = new /obj/effect/portal/permanent/one_way(starting)
exit.id = "wendigo arena exit"
exit.add_atom_colour(COLOR_RED_LIGHT, ADMIN_COLOUR_PRIORITY)
exit.set_light(20, 1, LIGHT_COLOR_RED)
exit.set_light(20, 1, COLOR_SOFT_RED)
return ..()
/obj/item/wendigo_blood

View File

@@ -95,7 +95,7 @@ While using this makes the system rely on OnFire, it still gives options for tim
icon = 'icons/obj/lavaland/tumor.dmi'
icon_state = "tumor"
pixel_x = -16
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
light_range = 3
anchored = TRUE
density = FALSE
@@ -308,7 +308,7 @@ While using this makes the system rely on OnFire, it still gives options for tim
layer = BELOW_MOB_LAYER
color = rgb(255,0,0)
light_range = MINIMUM_USEFUL_LIGHT_RANGE
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
var/mob/living/carbon/human/activator = null
var/mob/living/simple_animal/hostile/asteroid/elite/ourelite = null

View File

@@ -274,7 +274,7 @@
anchored = TRUE
density = FALSE
light_range = 4
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
var/mob/living/simple_animal/hostile/asteroid/elite/legionnaire/myowner = null

View File

@@ -11,7 +11,7 @@
/obj/effect/light_emitter/red_energy_sword //used so there's a combination of both their head light and light coming off the energy sword
set_luminosity = 2
set_cap = 2.5
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
/mob/living/simple_animal/hostile/syndicate
@@ -117,7 +117,7 @@
attack_verb_simple = "slash"
attack_sound = 'sound/weapons/blade1.ogg'
armour_penetration = 35
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
status_flags = 0
var/obj/effect/light_emitter/red_energy_sword/sord
projectile_deflect_chance = 50

View File

@@ -4,6 +4,12 @@
/obj/item/modular_computer
name = "modular microcomputer"
desc = "A small portable microcomputer."
icon = 'icons/obj/computer.dmi'
icon_state = "laptop-open"
light_on = FALSE
integrity_failure = 0.5
max_integrity = 100
armor = list("melee" = 0, "bullet" = 20, "laser" = 20, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
var/enabled = 0 // Whether the computer is turned on.
var/screen_on = 1 // Whether the computer is active/opened/it's screen is on.
@@ -22,8 +28,6 @@
// must have it's own DMI file. Icon states must be called exactly the same in all files, but may look differently
// If you create a program which is limited to Laptops and Consoles you don't have to add it's icon_state overlay for Tablets too, for example.
icon = 'icons/obj/computer.dmi'
icon_state = "laptop-open"
var/icon_state_unpowered = null // Icon state when the computer is turned off.
var/icon_state_powered = null // Icon state when the computer is turned on.
var/icon_state_menu = "menu" // Icon state overlay when the computer is turned on, but no program is loaded that would override the screen.
@@ -31,10 +35,6 @@
var/max_hardware_size = 0 // Maximal hardware w_class. Tablets/PDAs have 1, laptops 2, consoles 4.
var/steel_sheet_cost = 5 // Amount of steel sheets refunded when disassembling an empty frame of this computer.
integrity_failure = 0.5
max_integrity = 100
armor = list("melee" = 0, "bullet" = 20, "laser" = 20, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
// Important hardware (must be installed for computer to work)
// Optional hardware (improves functionality, but is not critical for computer to work)
@@ -44,7 +44,6 @@
var/list/idle_threads // Idle programs on background. They still receive process calls but can't be interacted with.
var/obj/physical = null // Object that represents our computer. It's used for Adjacent() and UI visibility checks.
var/has_light = FALSE //If the computer has a flashlight/LED light/what-have-you installed
var/light_on = FALSE //If that light is enabled
var/comp_light_luminosity = 3 //The brightness of that light
var/comp_light_color //The color of that light

View File

@@ -160,7 +160,7 @@
return 1
if("PC_toggle_light")
light_on = !light_on
set_light_on(!light_on)
if(light_on)
set_light(comp_light_luminosity, 1, comp_light_color)
else
@@ -178,7 +178,7 @@
to_chat(user, "<span class='warning'>That color is too dark! Choose a lighter one.</span>")
new_color = null
comp_light_color = new_color
light_color = new_color
set_light_color(new_color)
update_light()
return TRUE

View File

@@ -9,7 +9,7 @@
inhand_icon_state = "camera"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
light_color = LIGHT_COLOR_WHITE
light_color = COLOR_WHITE
light_power = FLASH_LIGHT_POWER
w_class = WEIGHT_CLASS_SMALL
flags_1 = CONDUCT_1

View File

@@ -332,14 +332,14 @@
if(update_state & UPSTATE_ALLGOOD)
switch(charging)
if(APC_NOT_CHARGING)
light_color = LIGHT_COLOR_RED
set_light_color(COLOR_SOFT_RED)
if(APC_CHARGING)
light_color = LIGHT_COLOR_BLUE
set_light_color(LIGHT_COLOR_BLUE)
if(APC_FULLY_CHARGED)
light_color = LIGHT_COLOR_GREEN
set_light_color(LIGHT_COLOR_GREEN)
set_light(lon_range)
else if(update_state & UPSTATE_BLUESCREEN)
light_color = LIGHT_COLOR_BLUE
set_light_color(LIGHT_COLOR_BLUE)
set_light(lon_range)
else
set_light(0)

View File

@@ -14,7 +14,7 @@
consume_range = 6 //How many tiles out do we eat
light_power = 0.7
light_range = 15
light_color = rgb(255, 0, 0)
light_color = COLOR_RED
gender = FEMALE
/obj/singularity/narsie/large

View File

@@ -10,7 +10,7 @@
flag = "laser"
eyeblur = 2
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
ricochets_max = 50 //Honk!
ricochet_chance = 80
reflectable = REFLECT_NORMAL
@@ -164,7 +164,7 @@
icon_state = "laser"
suit_types = list(/obj/item/clothing/suit/bluetag)
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
tracer_type = /obj/effect/projectile/tracer/laser
muzzle_type = /obj/effect/projectile/muzzle/laser
impact_type = /obj/effect/projectile/impact/laser
@@ -198,7 +198,7 @@
/obj/projectile/beam/instakill/red
icon_state = "red_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
/obj/projectile/beam/instakill/on_hit(atom/target)
. = ..()

View File

@@ -54,7 +54,7 @@ Slimecrossing Armor
/obj/structure/light_prism/Initialize(mapload, newcolor)
. = ..()
color = newcolor
light_color = newcolor
set_light_color(newcolor)
set_light(5)
/obj/structure/light_prism/attack_hand(mob/user)

View File

@@ -78,7 +78,7 @@
desc = "Used to control the Pirate Cutter."
icon_screen = "syndishuttle"
icon_keyboard = "syndie_key"
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
circuit = /obj/item/circuitboard/computer/caravan/pirate
shuttleId = "caravanpirate"
possible_destinations = "caravanpirate_custom;caravanpirate_ambush"
@@ -101,7 +101,7 @@
desc = "Used to control the Syndicate Fighter."
icon_screen = "syndishuttle"
icon_keyboard = "syndie_key"
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
req_access = list(ACCESS_SYNDICATE)
circuit = /obj/item/circuitboard/computer/caravan/syndicate1
shuttleId = "caravansyndicate1"
@@ -126,7 +126,7 @@
icon_screen = "syndishuttle"
icon_keyboard = "syndie_key"
req_access = list(ACCESS_SYNDICATE)
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
circuit = /obj/item/circuitboard/computer/caravan/syndicate2
shuttleId = "caravansyndicate2"
possible_destinations = "caravansyndicate2_custom;caravansyndicate2_ambush;caravansyndicate1_listeningpost"
@@ -150,7 +150,7 @@
icon_screen = "syndishuttle"
icon_keyboard = "syndie_key"
req_access = list(ACCESS_SYNDICATE)
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
circuit = /obj/item/circuitboard/computer/caravan/syndicate3
shuttleId = "caravansyndicate3"
possible_destinations = "caravansyndicate3_custom;caravansyndicate3_ambush;caravansyndicate3_listeningpost"

View File

@@ -6,7 +6,7 @@
circuit = /obj/item/circuitboard/computer/syndicate_shuttle
icon_screen = "syndishuttle"
icon_keyboard = "syndie_key"
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
req_access = list(ACCESS_SYNDICATE)
shuttleId = "syndicate"
possible_destinations = "syndicate_away;syndicate_z5;syndicate_ne;syndicate_nw;syndicate_n;syndicate_se;syndicate_sw;syndicate_s;syndicate_custom"

View File

@@ -80,8 +80,8 @@
desc = "Stores souls. Revives liches. Also repels mosquitos."
icon = 'icons/obj/projectiles.dmi'
icon_state = "bluespace"
color = "#003300"
light_color = "#003300"
color = COLOR_VERY_DARK_LIME_GREEN
light_color = COLOR_VERY_DARK_LIME_GREEN
var/lon_range = 3
var/resurrections = 0
var/datum/mind/mind

View File

@@ -314,7 +314,7 @@
icon_state = "surgicaldrill_a"
hitsound = 'sound/items/welder.ogg'
toolspeed = 0.7
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
/obj/item/surgicaldrill/advanced/Initialize()
. = ..()

View File

@@ -134,7 +134,7 @@
extra_price = 120
payment_department = NO_FREEBIES
light_mask = "wardrobe-light-mask"
light_color = "#00FF00"
light_color = LIGHT_COLOR_ELECTRIC_GREEN
/obj/machinery/vending/clothing/canLoadItem(obj/item/I,mob/user)
return (I.type in products)

View File

@@ -13,7 +13,7 @@
extra_price = 150
payment_department = ACCOUNT_SRV
light_mask = "coffee-light-mask"
light_color = "#8b633b"
light_color = COLOR_DARK_MODERATE_ORANGE
/obj/item/vending_refill/coffee
machine_name = "Solar's Best Hot Drinks"

View File

@@ -44,7 +44,7 @@
/obj/machinery/vending/cola/blue
icon_state = "Cola_Machine"
light_mask = "cola-light-mask"
light_color = "#555cc2"
light_color = COLOR_MODERATE_BLUE
/obj/machinery/vending/cola/black
icon_state = "cola_black"
@@ -56,7 +56,7 @@
desc = "It vends cola, in space."
product_slogans = "Cola in space!"
light_mask = "red_cola-light-mask"
light_color = "#a50824"
light_color = COLOR_DARK_RED
/obj/machinery/vending/cola/space_up
icon_state = "space_up"
@@ -64,7 +64,7 @@
desc = "Indulge in an explosion of flavor."
product_slogans = "Space-up! Like a hull breach in your mouth."
light_mask = "space_up-light-mask"
light_color = "#44964a"
light_color = COLOR_DARK_MODERATE_LIME_GREEN
/obj/machinery/vending/cola/starkist
icon_state = "starkist"
@@ -72,12 +72,12 @@
desc = "The taste of a star in liquid form."
product_slogans = "Drink the stars! Star-kist!"
light_mask = "starkist-light-mask"
light_color = "#ffc44d"
light_color = COLOR_LIGHT_ORANGE
/obj/machinery/vending/cola/sodie
icon_state = "soda"
light_mask = "soda-light-mask"
light_color = ""
light_color = COLOR_WHITE
/obj/machinery/vending/cola/pwr_game
icon_state = "pwr_game"
@@ -85,7 +85,7 @@
desc = "You want it, we got it. Brought to you in partnership with Vlad's Salads."
product_slogans = "The POWER that gamers crave! PWR GAME!"
light_mask = "pwr_game-light-mask"
light_color = "#6927c5"
light_color = COLOR_STRONG_VIOLET
/obj/machinery/vending/cola/shamblers
name = "\improper Shambler's Vendor"
@@ -103,4 +103,4 @@
product_slogans = "~Shake me up some of that Shambler's Juice!~"
product_ads = "Refreshing!;Jyrbv dv lg jfdv fw kyrk Jyrdscvi'j Alztv!;Over 1 trillion souls drank!;Thirsty? Nyp efk uizeb kyv uribevjj?;Kyv Jyrdscvi uizebj kyv ezxyk!;Drink up!;Krjkp."
light_mask = "shamblers-light-mask"
light_color = "#e4005b"
light_color = COLOR_MOSTLY_PURE_PINK

View File

@@ -11,7 +11,7 @@
default_price = 1
extra_price = 1
payment_department = NO_FREEBIES
light_color = "#ffbe9d"
light_color = COLOR_PALE_ORANGE
/obj/item/vending_refill/sovietsoda
machine_name = "BODA"

View File

@@ -36,7 +36,7 @@
/obj/item/clothing/head/beret/sec/navyofficer = 3)
refill_canister = /obj/item/vending_refill/wardrobe/sec_wardrobe
payment_department = ACCOUNT_SEC
light_color = "#ff3300"
light_color = COLOR_MOSTLY_PURE_RED
/obj/item/vending_refill/wardrobe/sec_wardrobe
machine_name = "SecDrobe"
@@ -93,7 +93,7 @@
/obj/item/clothing/head/hardhat/weldhat = 3)
refill_canister = /obj/item/vending_refill/wardrobe/engi_wardrobe
payment_department = ACCOUNT_ENG
light_color = "#fbff23"
light_color = COLOR_VIVID_YELLOW
/obj/item/vending_refill/wardrobe/engi_wardrobe
machine_name = "EngiDrobe"
@@ -114,7 +114,7 @@
/obj/item/clothing/shoes/sneakers/black = 3)
refill_canister = /obj/item/vending_refill/wardrobe/atmos_wardrobe
payment_department = ACCOUNT_ENG
light_color = "#fbff23"
light_color = COLOR_VIVID_YELLOW
/obj/item/vending_refill/wardrobe/atmos_wardrobe
machine_name = "AtmosDrobe"
@@ -199,7 +199,7 @@
/obj/item/clothing/accessory/armband/hydro = 3)
refill_canister = /obj/item/vending_refill/wardrobe/hydro_wardrobe
payment_department = ACCOUNT_SRV
light_color = "#00FF00"
light_color = LIGHT_COLOR_ELECTRIC_GREEN
/obj/item/vending_refill/wardrobe/hydro_wardrobe
machine_name = "HyDrobe"
@@ -310,7 +310,7 @@
/obj/item/storage/belt/janitor = 2)
refill_canister = /obj/item/vending_refill/wardrobe/jani_wardrobe
payment_department = ACCOUNT_SRV
light_color = "#b800b8"
light_color = COLOR_STRONG_MAGENTA
/obj/item/vending_refill/wardrobe/jani_wardrobe
machine_name = "JaniDrobe"