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Nextgen lights #1: supermatter
Now it glows with yellowish tint, getting brighter as damage level rise.
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@@ -44,6 +44,10 @@
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var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
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var/explosion_point = 1000
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l_color = "#8A8A00"
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var/warning_color = "#B8B800"
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var/emergency_color = "#D9D900"
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var/grav_pulling = 0
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var/pull_radius = 14
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@@ -99,6 +103,13 @@
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del src
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return
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//Changes color and luminosity of the light to these values if they were not already set
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/obj/machinery/power/supermatter/proc/shift_light(var/lum, var/clr)
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if(l_color != clr)
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l_color = clr
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if(luminosity != lum)
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SetLuminosity(lum)
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/obj/machinery/power/supermatter/process()
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var/turf/L = loc
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@@ -109,12 +120,15 @@
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if(!istype(L)) //We are in a crate or somewhere that isn't turf, if we return to turf resume processing but for now.
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return //Yeah just stop.
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if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
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shift_light(5, warning_color)
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if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY)
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var/stability = num2text(round((damage / explosion_point) * 100))
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if(damage > emergency_point)
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shift_light(7, emergency_color)
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radio.autosay(addtext(emergency_alert, " Instability: ",stability,"%"), "Supermatter Monitor")
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lastwarning = world.timeofday
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@@ -135,7 +149,8 @@
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mob.apply_effect(rads, IRRADIATE)
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explode()
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else
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shift_light(4,initial(l_color))
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if(grav_pulling)
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supermatter_pull()
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