here we go again (#2456)
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@@ -1,6 +1,6 @@
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// The lighting system
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//
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// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/weapon/light)
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// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/light)
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// status values shared between lighting fixtures and items
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@@ -65,11 +65,11 @@
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if(3)
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to_chat(user, "The casing is closed.")
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/obj/structure/light_construct/attackby(obj/item/weapon/W, mob/user, params)
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/obj/structure/light_construct/attackby(obj/item/W, mob/user, params)
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add_fingerprint(user)
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switch(stage)
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if(1)
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if(istype(W, /obj/item/weapon/wrench))
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if(istype(W, /obj/item/wrench))
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playsound(src.loc, W.usesound, 75, 1)
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to_chat(usr, "<span class='notice'>You begin deconstructing [src]...</span>")
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if (!do_after(usr, 30*W.toolspeed, target = src))
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@@ -96,11 +96,11 @@
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to_chat(user, "<span class='warning'>You need one length of cable to wire [src]!</span>")
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return
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if(2)
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if(istype(W, /obj/item/weapon/wrench))
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if(istype(W, /obj/item/wrench))
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to_chat(usr, "<span class='warning'>You have to remove the wires first!</span>")
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return
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if(istype(W, /obj/item/weapon/wirecutters))
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if(istype(W, /obj/item/wirecutters))
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stage = 1
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switch(fixture_type)
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if ("tube")
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@@ -113,7 +113,7 @@
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playsound(loc, W.usesound, 100, 1)
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return
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if(istype(W, /obj/item/weapon/screwdriver))
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if(istype(W, /obj/item/screwdriver))
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user.visible_message("[user.name] closes [src]'s casing.", \
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"<span class='notice'>You close [src]'s casing.</span>", "<span class='italics'>You hear screwing.</span>")
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playsound(loc, W.usesound, 75, 1)
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@@ -166,7 +166,7 @@
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var/brightness = 8 // luminosity when on, also used in power calculation
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var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
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var/flickering = 0
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var/light_type = /obj/item/weapon/light/tube // the type of light item
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var/light_type = /obj/item/light/tube // the type of light item
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var/fitting = "tube"
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var/switchcount = 0 // count of number of times switched on/off
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// this is used to calc the probability the light burns out
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@@ -181,7 +181,7 @@
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fitting = "bulb"
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brightness = 4
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desc = "A small lighting fixture."
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light_type = /obj/item/weapon/light/bulb
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light_type = /obj/item/light/bulb
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@@ -308,12 +308,12 @@
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LR.ReplaceLight(src, user)
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// attempt to insert light
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else if(istype(W, /obj/item/weapon/light))
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else if(istype(W, /obj/item/light))
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if(status == LIGHT_OK)
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to_chat(user, "<span class='warning'>There is a [fitting] already inserted!</span>")
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else
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src.add_fingerprint(user)
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var/obj/item/weapon/light/L = W
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var/obj/item/light/L = W
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if(istype(L, light_type))
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if(!user.drop_item())
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return
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@@ -340,7 +340,7 @@
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// attempt to stick weapon into light socket
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else if(status == LIGHT_EMPTY)
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if(istype(W, /obj/item/weapon/screwdriver)) //If it's a screwdriver open it.
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if(istype(W, /obj/item/screwdriver)) //If it's a screwdriver open it.
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playsound(src.loc, W.usesound, 75, 1)
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user.visible_message("[user.name] opens [src]'s casing.", \
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"<span class='notice'>You open [src]'s casing.</span>", "<span class='italics'>You hear a noise.</span>")
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@@ -478,7 +478,7 @@
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drop_light_tube(user)
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/obj/machinery/light/proc/drop_light_tube(mob/user)
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var/obj/item/weapon/light/L = new light_type()
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var/obj/item/light/L = new light_type()
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L.status = status
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L.rigged = rigged
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L.brightness = brightness
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@@ -505,7 +505,7 @@
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to_chat(user, "<span class='notice'>You telekinetically remove the light [fitting].</span>")
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// create a light tube/bulb item and put it in the user's hand
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var/obj/item/weapon/light/L = drop_light_tube()
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var/obj/item/light/L = drop_light_tube()
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L.attack_tk(user)
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@@ -562,7 +562,7 @@
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// can be tube or bulb subtypes
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// will fit into empty /obj/machinery/light of the corresponding type
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/obj/item/weapon/light
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/obj/item/light
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icon = 'icons/obj/lighting.dmi'
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force = 2
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throwforce = 5
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@@ -574,7 +574,7 @@
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var/rigged = 0 // true if rigged to explode
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var/brightness = 2 //how much light it gives off
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/obj/item/weapon/light/tube
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/obj/item/light/tube
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name = "light tube"
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desc = "A replacement light tube."
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icon_state = "ltube"
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@@ -582,7 +582,7 @@
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item_state = "c_tube"
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brightness = 8
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/obj/item/weapon/light/bulb
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/obj/item/light/bulb
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name = "light bulb"
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desc = "A replacement light bulb."
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icon_state = "lbulb"
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@@ -590,13 +590,13 @@
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item_state = "contvapour"
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brightness = 4
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/obj/item/weapon/light/throw_impact(atom/hit_atom)
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/obj/item/light/throw_impact(atom/hit_atom)
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if(!..()) //not caught by a mob
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shatter()
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// update the icon state and description of the light
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/obj/item/weapon/light/proc/update()
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/obj/item/light/proc/update()
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switch(status)
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if(LIGHT_OK)
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icon_state = base_state
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@@ -609,17 +609,17 @@
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desc = "A broken [name]."
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/obj/item/weapon/light/New()
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/obj/item/light/New()
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..()
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update()
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// attack bulb/tube with object
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// if a syringe, can inject plasma to make it explode
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/obj/item/weapon/light/attackby(obj/item/I, mob/user, params)
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/obj/item/light/attackby(obj/item/I, mob/user, params)
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..()
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if(istype(I, /obj/item/weapon/reagent_containers/syringe))
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var/obj/item/weapon/reagent_containers/syringe/S = I
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if(istype(I, /obj/item/reagent_containers/syringe))
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var/obj/item/reagent_containers/syringe/S = I
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to_chat(user, "<span class='notice'>You inject the solution into \the [src].</span>")
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@@ -632,15 +632,15 @@
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..()
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return
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/obj/item/weapon/light/attack(mob/living/M, mob/living/user, def_zone)
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/obj/item/light/attack(mob/living/M, mob/living/user, def_zone)
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..()
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shatter()
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/obj/item/weapon/light/attack_obj(obj/O, mob/living/user)
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/obj/item/light/attack_obj(obj/O, mob/living/user)
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..()
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shatter()
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/obj/item/weapon/light/proc/shatter()
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/obj/item/light/proc/shatter()
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if(status == LIGHT_OK || status == LIGHT_BURNED)
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src.visible_message("<span class='danger'>[name] shatters.</span>","<span class='italics'>You hear a small glass object shatter.</span>")
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status = LIGHT_BROKEN
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@@ -656,5 +656,5 @@
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icon_state = "floor1"
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brightness = 4
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layer = 2.5
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light_type = /obj/item/weapon/light/bulb
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light_type = /obj/item/light/bulb
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fitting = "bulb"
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