* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
72 lines
1.3 KiB
Plaintext
72 lines
1.3 KiB
Plaintext
// the light switch
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// can have multiple per area
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// can also operate on non-loc area through "otherarea" var
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/obj/machinery/light_switch
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name = "light switch"
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icon = 'icons/obj/power.dmi'
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icon_state = "light1"
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anchored = 1
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var/on = 1
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var/area/area = null
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var/otherarea = null
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// luminosity = 1
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/obj/machinery/light_switch/Initialize()
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..()
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area = get_area(src)
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if(otherarea)
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area = locate(text2path("/area/[otherarea]"))
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if(!name)
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name = "light switch ([area.name])"
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on = area.lightswitch
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updateicon()
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/obj/machinery/light_switch/proc/updateicon()
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if(stat & NOPOWER)
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icon_state = "light-p"
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else
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if(on)
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icon_state = "light1"
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else
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icon_state = "light0"
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/obj/machinery/light_switch/examine(mob/user)
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..()
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to_chat(user, "It is [on? "on" : "off"].")
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/obj/machinery/light_switch/attack_paw(mob/user)
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src.attack_hand(user)
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/obj/machinery/light_switch/attack_hand(mob/user)
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on = !on
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for(var/area/A in area.related)
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A.lightswitch = on
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A.updateicon()
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for(var/obj/machinery/light_switch/L in A)
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L.on = on
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L.updateicon()
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area.power_change()
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/obj/machinery/light_switch/power_change()
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if(!otherarea)
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if(powered(LIGHT))
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stat &= ~NOPOWER
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else
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stat |= NOPOWER
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updateicon()
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/obj/machinery/light_switch/emp_act(severity)
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if(!(stat & (BROKEN|NOPOWER)))
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power_change()
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..()
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