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Colors some lights #8197

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Jan 28, 2025
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8 changes: 6 additions & 2 deletions code/__DEFINES/colours.dm
Original file line number Diff line number Diff line change
Expand Up @@ -120,14 +120,18 @@
#define LIGHT_COLOR_FIRE "#FAA019"
/// Very warm yellow, leaning slightly towards orange. rgb(196, 138, 24)
#define LIGHT_COLOR_LAVA "#C48A18"
/// Very warm yellowish-white color for candlelight. rgb(255, 187, 110)
#define LIGHT_COLOR_CANDLE "#FFBB6E"
/// 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"
/// Incandascent warm white, for usage in lights. rgb(255, 239, 210)
#define LIGHT_COLOR_TUNGSTEN "#FFEFD2"
/// Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)
#define LIGHT_COLOR_HALOGEN "#F0FAFA"
/// Bluish cyan color for blue lights. rgb(210, 227, 236)
#define LIGHT_COLOR_XENON "#D2E3EC"

/// The default color for admin say, used as a fallback when the preference is not enabled

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1 change: 1 addition & 0 deletions code/game/machinery/hybrisa_lights.dm
Original file line number Diff line number Diff line change
Expand Up @@ -48,6 +48,7 @@
icon = 'icons/obj/structures/props/streetlights.dmi'
icon_state = "street_off"
layer = BILLBOARD_LAYER
light_color = LIGHT_COLOR_XENON

/obj/structure/machinery/colony_floodlight/street/Initialize(mapload, ...)
. = ..()
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3 changes: 3 additions & 0 deletions code/game/objects/items/devices/flashlight.dm
Original file line number Diff line number Diff line change
Expand Up @@ -259,6 +259,7 @@
icon_state = "menorah"
item_state = "menorah"
light_range = 2
light_color = LIGHT_COLOR_CANDLE
w_class = SIZE_LARGE
on = 1
breaking_sound = null
Expand All @@ -270,6 +271,7 @@
icon_state = "candelabra"
force = 15
on = TRUE
light_color = LIGHT_COLOR_CANDLE

breaking_sound = null

Expand All @@ -285,6 +287,7 @@
desc = "An emergency light tube mounted onto a tripod. It seemingly lasts forever."
icon_state = "tripod_lamp"
light_range = 6//pretty good
light_color = LIGHT_COLOR_XENON
w_class = SIZE_LARGE
on = 1

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1 change: 1 addition & 0 deletions code/modules/clothing/suits/marine_armor/_marine_armor.dm
Original file line number Diff line number Diff line change
Expand Up @@ -85,6 +85,7 @@

light_power = 3
light_range = 4
light_color = LIGHT_COLOR_TUNGSTEN
light_system = MOVABLE_LIGHT

var/flashlight_cooldown = 0 //Cooldown for toggling the light
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2 changes: 1 addition & 1 deletion code/modules/lighting/lighting_mask/lighting_mask.dm
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@
/atom/movable/lighting_mask
name = ""
icon = LIGHTING_ICON_BIG
icon_state = "light_big"
icon_state = "light_normalized"

anchored = TRUE
plane = LIGHTING_PLANE
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17 changes: 13 additions & 4 deletions code/modules/power/lighting.dm
Original file line number Diff line number Diff line change
Expand Up @@ -144,9 +144,10 @@
active_power_usage = 20
power_channel = POWER_CHANNEL_LIGHT //Lights are calc'd via area so they dont need to be in the machine list
light_system = STATIC_LIGHT
light_color = LIGHT_COLOR_TUNGSTEN
var/on = 0 // 1 if on, 0 if off
var/on_gs = 0
var/brightness = 8 // luminosity when on, also used in power calculation
var/brightness = 6 // luminosity when on, also used in power calculation
var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
var/flickering = 0
var/light_type = /obj/item/light_bulb/tube // the type of light item
Expand All @@ -171,6 +172,7 @@
icon_state = "btube1"
base_state = "btube"
desc = "A lighting fixture that is fitted with a bright blue fluorescent light tube. Looking at it for too long makes your eyes go watery."
light_color = LIGHT_COLOR_XENON

// the smaller bulb light fixture

Expand All @@ -189,6 +191,7 @@
brightness = 4
desc = "A small lighting fixture that is fitted with a bright blue fluorescent light bulb. Looking at it for too long makes your eyes go watery."
light_type = /obj/item/light_bulb/bulb
light_color = LIGHT_COLOR_XENON

/obj/structure/machinery/light/double
icon_state = "ptube1"
Expand All @@ -199,6 +202,7 @@
icon_state = "bptube1"
base_state = "bptube"
desc = "A lighting fixture that can be fitted with two bright fluorescent light tubes for that extra eye-watering goodness."
light_color = LIGHT_COLOR_XENON

/obj/structure/machinery/light/spot
name = "spotlight"
Expand All @@ -217,6 +221,7 @@
fitting = "large tube"
light_type = /obj/item/light_bulb/tube/large/
brightness = 12
light_color = LIGHT_COLOR_XENON

// Dropship lights that use no power
/obj/structure/machinery/light/dropship
Expand All @@ -233,17 +238,20 @@
/obj/structure/machinery/light/dropship/green
icon_state = "gtube1"
base_state = "gtube"
desc = "A lighting fixture that is fitted with a bright green fluorescent light tube. Looking at it for too long makes your eyes go watery. Used by aircraft vehicles"
desc = "A lighting fixture that is fitted with a bright green fluorescent light tube. Looking at it for too long makes your eyes go watery. Used by aircraft vehicles."
light_color = LIGHT_COLOR_GREEN

/obj/structure/machinery/light/dropship/red
icon_state = "rtube1"
base_state = "rtube"
desc = "A lighting fixture that is fitted with a bright red fluorescent light tube. Looking at it for too long makes your eyes go watery. Used by aircraft vehicles"
desc = "A lighting fixture that is fitted with a bright red fluorescent light tube. Looking at it for too long makes your eyes go watery. Used by aircraft vehicles."
light_color = LIGHT_COLOR_RED

/obj/structure/machinery/light/dropship/blue
icon_state = "btube1"
base_state = "btube"
desc = "A lighting fixture that is fitted with a bright blue fluorescent light tube. Looking at it for too long makes your eyes go watery. Used by aircraft vehicles"
desc = "A lighting fixture that is fitted with a bright blue fluorescent light tube. Looking at it for too long makes your eyes go watery. Used by aircraft vehicles."
light_color = LIGHT_COLOR_BLUE

/obj/structure/machinery/light/built/Initialize()
. = ..()
Expand Down Expand Up @@ -788,6 +796,7 @@
power_channel = POWER_CHANNEL_LIGHT //Lights are calc'd via area so they dont need to be in the machine list
unslashable = TRUE
unacidable = TRUE
light_color = LIGHT_COLOR_FLARE
var/obj/docking_port/stationary/marine_dropship/linked_port = null

//Don't allow blowing those up, so Marine nades don't fuck them
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