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Z-Lights Mk 2 (#4383)
changes: Bidirectional source Z-lights have been reverted to single-direction in favor of corner z-bleed. Z-mimic turfs will now average their light level with their mimiced turf to better approximate Z-lighting. Openspaces have been made significantly less dark. Corners no longer incorrectly always take the instant update pathway. MultiZ helpers are now macros. More things now properly respect area dynamic lighting settings.
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@@ -549,7 +549,7 @@
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src << "<span class='warning'>Your powers are not capable of taking you that far.</span>"
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return
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if (!T.dynamic_lighting || T.get_lumcount() > 0.1)
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if (T.get_lumcount() > 0.1)
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src << "<span class='warning'>The destination is too bright.</span>"
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return
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@@ -1287,7 +1287,7 @@
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//0.1% chance of playing a scary sound to someone who's in complete darkness
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if(isturf(loc) && rand(1,1000) == 1)
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var/turf/T = loc
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if(T.dynamic_lighting && T.get_lumcount() < 0.01) // give a little bit of tolerance for near-dark areas.
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if(T.get_lumcount() < 0.01) // give a little bit of tolerance for near-dark areas.
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playsound_local(src,pick(scarySounds),50, 1, -1)
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/mob/living/carbon/human/proc/handle_changeling()
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