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Merge branch 'upstream/development' into development
# Conflicts: # code/_helpers/time.dm # code/game/objects/items/devices/floor_painter.dm # code/game/objects/items/stacks/medical.dm # code/global.dm # code/modules/cargo/randomstock.dm # code/modules/mob/living/carbon/human/human_defense.dm # code/modules/mob/living/simple_animal/simple_animal.dm # code/modules/mob/mob_movement.dm # code/modules/paperwork/faxmachine.dm
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@@ -37,21 +37,21 @@
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/datum/controller/process/night_lighting/preStart()
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switch (worldtime2ticks())
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if (0 to MORNING_LIGHT_RESET)
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if (0 to config.nl_finish)
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deactivate()
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if (NIGHT_LIGHT_ACTIVE to TICKS_IN_DAY)
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if (config.nl_start to TICKS_IN_DAY)
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activate()
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/datum/controller/process/night_lighting/doWork()
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switch (worldtime2ticks())
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if (0 to MORNING_LIGHT_RESET)
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if (0 to config.nl_finish)
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if (isactive)
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command_announcement.Announce("Good morning. The time is [worldtime2text()]. \n\nThe automated systems aboard the [station_name()] will now return the public hallway lighting levels to normal.", "Automated Lighting System", new_sound = 'sound/misc/bosuns_whistle.ogg')
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deactivate()
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if (NIGHT_LIGHT_ACTIVE to TICKS_IN_DAY)
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if (config.nl_start to TICKS_IN_DAY)
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if (!isactive)
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command_announcement.Announce("Good evening. The time is [worldtime2text()]. \n\nThe automated systems aboard the [station_name()] will now dim lighting in the public hallways in order to accommodate the circadian rhythm of some species.", "Automated Lighting System", new_sound = 'sound/misc/bosuns_whistle.ogg')
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activate()
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