interrogator lamp (#16820)

* interrogator lamp

Ultra-bright lamp for the bad cop

* interrogator lamp update

-Reduced energy consumption, improved base energy source for extra thorough interrogation
-The Basic Rights of Sentient Beings have been respected by reducing the number of flash charges. Now they slowly regenerate over time.
-The chief engineer fixed the charge indication, although there was a conscript on the shift. It may not work as intended
This commit is contained in:
Maxim T
2023-07-10 01:35:20 +03:00
committed by GitHub
parent e96560956c
commit 1aab1ee212
10 changed files with 99 additions and 0 deletions

View File

@@ -103,6 +103,59 @@
- type: Item
sprite: Objects/Misc/Lights/lampgreen.rsi
- type: entity
name: interrogator lamp
id: LampInterrogator
parent: BaseLamp
description: Ultra-bright lamp for the bad cop
components:
- type: Sprite
sprite: Objects/Misc/Lights/lampint.rsi
layers:
- state: lamp-int
map: [ "enum.FlashVisuals.BaseLayer" ]
- state: lamp-int-on
shader: unshaded
visible: false
map: [ "light" ]
- state: flashing
map: [ "enum.FlashVisuals.LightLayer" ]
visible: false
- type: Item
sprite: Objects/Misc/Lights/lampint.rsi
- type: StaticPrice
price: 2500
- type: PointLight
netsync: false
enabled: false
radius: 2
energy: 0.5
color: "#FFFFEE"
- type: Flash
- type: LimitedCharges
maxCharges: 3
charges: 3
- type: AutoRecharge
rechargeDuration: 30
- type: MeleeWeapon
damage:
types:
Blunt: 0 # melee weapon to allow flashing individual targets
- type: ItemSlots
slots:
cell_slot:
name: power-cell-slot-component-slot-name-default
startingItem: PowerCellHigh
- type: GenericVisualizer
visuals:
enum.FlashVisuals.Burnt:
enum.FlashVisuals.BaseLayer:
True: {state: burnt}
enum.FlashVisuals.Flashing:
enum.FlashVisuals.LightLayer:
True: {visible: true}
False: {visible: false}
- type: entity
name: floodlight
id: Floodlight