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Lighting Balance Pass (#1724)
Tweaks diona values on all lights, and range/power on a couple Also adds a slightly dimmer sprite for tube light fixtures that they switch to during night mode. To reduce the incongruity from having a bright tube putting out very little light
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@@ -415,21 +415,22 @@ var/list/diona_banned_languages = list(
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//GETTER FUNCTIONS
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/mob/living/carbon/proc/get_lightlevel_diona(var/datum/dionastats/DS)
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var/light_factor = 1
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var/light_factor = 1.15
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var/turf/T = get_turf(src)
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if (is_ventcrawling)
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return -1.5 //no light inside pipes
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if (DS.light_organ)
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if (DS.light_organ.is_broken())
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light_factor = 0.55
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light_factor *= 0.55
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else if (DS.light_organ.is_bruised())
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light_factor = 0.8
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light_factor *= 0.8
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else if (DS.dionatype == 2)
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light_factor = 0.8
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light_factor = 1
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if (T)
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var/raw = T.get_uv_lumcount(0, 2) * light_factor * 5.5
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var/raw = min(T.get_uv_lumcount(0, 2) * light_factor * 5.5, 5.5)
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return raw - 1.5
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/mob/living/carbon/proc/diona_get_health(var/datum/dionastats/DS)
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@@ -123,7 +123,6 @@
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usr << span("danger", "Our response node is damaged or missing, without it we can't tell light from darkness. We can only hope this area is bright enough to let us regenerate it!")
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return
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var/light = get_lightlevel_diona(DS)
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if (light <= -0.75)
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usr << span("danger", "It is pitch black here! This is extremely dangerous, we must find light, or death will soon follow!")
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else if (light <= 0)
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@@ -24,7 +24,7 @@
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var/next_alarm_notice
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var/list/datum/alarm/queued_alarms = new()
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uv_intensity = 175 //Lights cast by robots have reduced effect on diona
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var/list/access_rights
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var/obj/item/weapon/card/id/idcard
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var/idcard_type = /obj/item/weapon/card/id/synthetic
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