- Randomized light brightness for lights at round start is now no longer tied to individual lights, but to the area they start in, meaning some areas might start out darker on some rounds. Most have far too many lights tho, so they don't affect anything.

- 10 percent of lights with tubes will now start out broken and 25 percent of lights with bulbs will now start out broken.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2261 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
baloh.matevz
2011-09-24 14:14:40 +00:00
parent 92dbb05fd5
commit bd73bf33d3
3 changed files with 27 additions and 14 deletions

View File

@@ -28,6 +28,8 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
mouse_opacity = 0
var/lightswitch = 1
var/area_lights_luminosity = 9 //This gets assigned at area creation. It is used to determine how bright the lights in an area should be. At the time of writing the value that it gets assigned is rand(6,9) - only used for light tubes
var/eject = null
var/requires_power = 1

View File

@@ -31,6 +31,7 @@
sd_lighting = 0 // *DAL*
else
luminosity = 0
area_lights_luminosity = rand(6,9)
//sd_SetLuminosity(0) // *DAL*

View File

@@ -74,13 +74,22 @@
/obj/machinery/light/New()
..()
switch(fitting)
if("tube")
brightness = rand(6,9)
if("bulb")
brightness = 3
spawn(1)
update()
spawn(2)
switch(fitting)
if("tube")
if(src.loc && src.loc.loc && isarea(src.loc.loc))
var/area/A = src.loc.loc
brightness = A.area_lights_luminosity
else
brightness = rand(6,9)
if(prob(10))
broken(1)
if("bulb")
brightness = 3
if(prob(25))
broken(1)
spawn(1)
update()
/obj/machinery/light/Del()
var/area/A = get_area(src)
@@ -307,16 +316,17 @@
// break the light and make sparks if was on
/obj/machinery/light/proc/broken()
/obj/machinery/light/proc/broken(var/skip_sound_and_sparks = 0)
if(status == LIGHT_EMPTY)
return
if(status == LIGHT_OK || status == LIGHT_BURNED)
playsound(src.loc, 'Glasshit.ogg', 75, 1)
if(on)
var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
s.set_up(3, 1, src)
s.start()
if(!skip_sound_and_sparks)
if(status == LIGHT_OK || status == LIGHT_BURNED)
playsound(src.loc, 'Glasshit.ogg', 75, 1)
if(on)
var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
s.set_up(3, 1, src)
s.start()
status = LIGHT_BROKEN
update()