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
This commit is contained in:
skull132
2016-12-18 01:06:45 +02:00
37 changed files with 543 additions and 201 deletions
+4 -4
View File
@@ -37,21 +37,21 @@
/datum/controller/process/night_lighting/preStart()
switch (worldtime2ticks())
if (0 to MORNING_LIGHT_RESET)
if (0 to config.nl_finish)
deactivate()
if (NIGHT_LIGHT_ACTIVE to TICKS_IN_DAY)
if (config.nl_start to TICKS_IN_DAY)
activate()
/datum/controller/process/night_lighting/doWork()
switch (worldtime2ticks())
if (0 to MORNING_LIGHT_RESET)
if (0 to config.nl_finish)
if (isactive)
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')
deactivate()
if (NIGHT_LIGHT_ACTIVE to TICKS_IN_DAY)
if (config.nl_start to TICKS_IN_DAY)
if (!isactive)
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')
activate()