Glorious /vg/ Lighting Port (#66)
* fuck * [CANT WAKE UP] * AAAAAAAAAHHHHHHHHHHHH * SAAAAVE MEEEEEEEEEEEEEEEE * this is so bad how can i even call myself a coder * thanks fam * hello darkness my old friend i've come to talk with you again * ugh go away * OH * much less broken * ayy * aaaaa * OH YEAAAAAAAAHHHHHHHHHHH * aaaa * k * dfgjtxkytkjyd * debug * dangerously cheesy * mm * OH YEAAAAAAAAAAAAAAAAAAAAAAAAAA * oH YEAH * Some final touches and cleanup of the lighting port. * One more * More fixes. * varedit hack for easy modification * fixed * C O L O R * slym * fffff * oh great what the fuck is wrong now * Revert "oh great what the fuck is wrong now" This reverts commit e589ad51facb5464e107ca515317d41136dd1e5e. * fu * will it blend * aaaaaaaaaaaaaaaaaaaa * this is why im bad at porting falalalala, lala la la * k * yeh * can't forget majestic fire
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@@ -109,7 +109,7 @@
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on_fire = 1
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src.visible_message("<span class='warning'>[src] catches fire!</span>", \
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"<span class='userdanger'>You're set on fire!</span>")
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src.AddLuminosity(3)
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src.set_light(light_range + 3)
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throw_alert("fire", /obj/screen/alert/fire)
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update_fire()
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return TRUE
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@@ -119,7 +119,7 @@
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if(on_fire)
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on_fire = 0
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fire_stacks = 0
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src.AddLuminosity(-3)
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src.set_light(light_range - 3)
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clear_alert("fire")
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update_fire()
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@@ -738,7 +738,7 @@ var/list/ai_list = list()
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src << "Camera lights deactivated."
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for (var/obj/machinery/camera/C in lit_cameras)
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C.SetLuminosity(0)
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C.set_light(0)
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lit_cameras = list()
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return
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@@ -1148,7 +1148,7 @@
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update_headlamp()
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/mob/living/silicon/robot/proc/update_headlamp(var/turn_off = 0, var/cooldown = 100)
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SetLuminosity(0)
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set_light(0)
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if(lamp_intensity && (turn_off || stat || low_power_mode))
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src << "<span class='danger'>Your headlamp has been deactivated.</span>"
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@@ -1157,7 +1157,7 @@
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spawn(cooldown) //10 seconds by default, if the source of the deactivation does not keep stat that long.
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lamp_recharging = 0
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else
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AddLuminosity(lamp_intensity)
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set_light(lamp_intensity)
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if(lamp_button)
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lamp_button.icon_state = "lamp[lamp_intensity]"
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@@ -101,14 +101,14 @@
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if(stat)
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return 0
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on = 1
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SetLuminosity(initial(luminosity))
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set_light(initial(luminosity))
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update_icon()
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diag_hud_set_botstat()
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return 1
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/mob/living/simple_animal/bot/proc/turn_off()
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on = 0
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SetLuminosity(0)
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set_light(0)
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bot_reset() //Resets an AI's call, should it exist.
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update_icon()
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@@ -863,7 +863,7 @@ Pass a positive integer as an argument to override a bot's default speed.
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else
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user << "<span class='warning'>[card] is inactive.</span>"
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else
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user << "<span class='warning'>The personality slot is locked.</span>"
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user << "<span class='warning'>The personality slot is locked.</span>"
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else
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user << "<span class='warning'>[src] is not compatible with [card]</span>"
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@@ -255,7 +255,7 @@
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emote_hear = list("barks!", "woofs!", "yaps.","pants.")
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emote_see = list("shakes its head.", "chases its tail.","shivers.")
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desc = initial(desc)
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SetLuminosity(0)
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set_light(0)
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if(inventory_head && inventory_head.dog_fashion)
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var/datum/dog_fashion/DF = new inventory_head.dog_fashion(src)
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@@ -119,7 +119,7 @@
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/mob/living/simple_animal/drone/cogscarab/New()
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. = ..()
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SetLuminosity(2,1)
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set_light(2,1)
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qdel(access_card) //we don't have free access
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access_card = null
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verbs -= /mob/living/simple_animal/drone/verb/check_laws
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@@ -16,9 +16,9 @@
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set category = "Drone"
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set name = "Toggle drone light"
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if(light_on)
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AddLuminosity(-8)
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set_light(0)
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else
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AddLuminosity(8)
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set_light(8)
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light_on = !light_on
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@@ -51,4 +51,3 @@
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staticChoice = selectedStatic
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updateSeeStaticMobs()
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@@ -248,10 +248,10 @@ var/global/list/parasites = list() //all currently existing/living guardians
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/mob/living/simple_animal/hostile/guardian/proc/ToggleLight()
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if(!luminosity)
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src << "<span class='notice'>You activate your light.</span>"
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SetLuminosity(3)
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set_light(3)
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else
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src << "<span class='notice'>You deactivate your light.</span>"
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SetLuminosity(0)
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set_light(0)
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/mob/living/simple_animal/hostile/guardian/verb/ShowType()
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set name = "Check Guardian Type"
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@@ -110,8 +110,8 @@
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return null
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// Check for darkness
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var/turf/T = get_turf(loc)
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if(T && destination && T.lighting_object)
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if(T.lighting_lumcount<1 && destination.lighting_lumcount<1) // No one can see us in the darkness, right?
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if(T && destination)
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if((T.get_lumcount())<1 && (destination.get_lumcount())<1) // No one can see us in the darkness, right?
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return null
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if(T == destination)
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destination = null
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+2
-12
@@ -102,12 +102,7 @@ var/next_mob_id = 0
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msg = blind_message
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else
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continue
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else if(T.lighting_object)
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if(T.lighting_object.invisibility <= M.see_invisible && !T.lighting_object.luminosity)
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if(blind_message) //if the light object is dark and not invisible to us, we see blind_message/nothing
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msg = blind_message
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else
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continue
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M.show_message(msg,1,blind_message,2)
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/mob/proc/get_top_level_mob()
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@@ -140,12 +135,7 @@ proc/get_top_level_mob(var/mob/S)
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msg = blind_message
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else
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continue
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else if(T.lighting_object)
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if(T.lighting_object.invisibility <= M.see_invisible && !T.lighting_object.luminosity) //the light object is dark and not invisible to us
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if(blind_message)
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msg = blind_message
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else
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continue
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M.show_message(msg,1,blind_message,2)
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// Show a message to all mobs in earshot of this one
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