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Merge pull request #21742 from tgstation/revert-21638-this_isnt_advanced_darkness_this_is_REGULAR_darkness
Revert "Human nightvision"
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@@ -18,7 +18,7 @@
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screen.severity = severity
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screens[category] = screen
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if(client && screen.should_show_to(src))
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if(client && stat != DEAD)
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client.screen += screen
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return screen
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@@ -51,14 +51,9 @@
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client.screen -= screens[category]
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/mob/proc/reload_fullscreen()
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if(client)
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var/obj/screen/fullscreen/screen
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if(client && stat != DEAD) //dead mob do not see any of the fullscreen overlays that he has.
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for(var/category in screens)
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screen = screens[category]
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if(screen.should_show_to(src))
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client.screen |= screen
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else
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client.screen -= screen
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client.screen |= screens[category]
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/obj/screen/fullscreen
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icon = 'icons/mob/screen_full.dmi'
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@@ -68,12 +63,6 @@
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plane = FULLSCREEN_PLANE
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mouse_opacity = 0
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var/severity = 0
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var/show_when_dead = FALSE
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/obj/screen/fullscreen/proc/should_show_to(mob/mymob)
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if(!show_when_dead && mymob.stat == DEAD)
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return FALSE
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return TRUE
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/obj/screen/fullscreen/Destroy()
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..()
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@@ -136,31 +125,4 @@
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color = "#ff0000"
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/obj/screen/fullscreen/color_vision/blue
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color = "#0000ff"
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/obj/screen/fullscreen/lighting_backdrop
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "flash"
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transform = matrix(200, 0, 0, 0, 200, 0)
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plane = LIGHTING_PLANE
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blend_mode = BLEND_OVERLAY
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show_when_dead = TRUE
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//Provides darkness to the back of the lighting plane
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/obj/screen/fullscreen/lighting_backdrop/lit
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invisibility = INVISIBILITY_LIGHTING
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layer = BACKGROUND_LAYER+21
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color = "#000"
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show_when_dead = TRUE
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//Provides whiteness in case you don't see lights so everything is still visible
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/obj/screen/fullscreen/lighting_backdrop/unlit
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layer = BACKGROUND_LAYER+20
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show_when_dead = TRUE
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/obj/screen/fullscreen/see_through_darkness
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icon_state = "nightvision"
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plane = LIGHTING_PLANE
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layer = LIGHTING_LAYER
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blend_mode = BLEND_ADD
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show_when_dead = TRUE
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color = "#0000ff"
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@@ -38,6 +38,11 @@
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/datum/hud/ghost/New(mob/owner)
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..()
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var/mob/dead/observer/G = mymob
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if(!G.client.prefs.ghost_hud)
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mymob.client.screen = null
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return
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var/obj/screen/using
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using = new /obj/screen/ghost/jumptomob()
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@@ -57,12 +62,12 @@
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static_inventory += using
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/datum/hud/ghost/show_hud(version = 0, mob/viewmob)
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..()
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if(!mymob.client.prefs.ghost_hud)
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mymob.client.screen -= static_inventory
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else
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mymob.client.screen += static_inventory
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/datum/hud/ghost/show_hud()
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var/mob/dead/observer/G = mymob
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mymob.client.screen = list()
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if(!G.client.prefs.ghost_hud)
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return
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mymob.client.screen += static_inventory
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/mob/dead/observer/create_mob_hud()
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if(client && !hud_used)
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@@ -66,7 +66,6 @@
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for(var/mytype in subtypesof(/obj/screen/plane_master))
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var/obj/screen/plane_master/instance = new mytype()
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plane_masters["[instance.plane]"] = instance
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instance.backdrop(mymob)
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/datum/hud/Destroy()
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if(mymob.hud_used == src)
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@@ -215,7 +214,7 @@
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..()
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hidden_inventory_update(viewmob)
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/datum/hud/robot/show_hud(version = 0, mob/viewmob)
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/datum/hud/robot/show_hud(version = 0)
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..()
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update_robot_modules_display()
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@@ -87,8 +87,6 @@
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/datum/hud/human/New(mob/living/carbon/human/owner, ui_style = 'icons/mob/screen_midnight.dmi')
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..()
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owner.overlay_fullscreen("see_through_darkness", /obj/screen/fullscreen/see_through_darkness)
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var/obj/screen/using
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var/obj/screen/inventory/inv_box
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@@ -1,4 +1,11 @@
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/datum/hud/brain
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/datum/hud/brain/show_hud(version = 0)
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if(!ismob(mymob))
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return 0
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if(!mymob.client)
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return 0
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mymob.client.screen = list()
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mymob.client.screen += mymob.client.void
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/mob/living/brain/create_mob_hud()
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if(client && !hud_used)
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@@ -4,8 +4,15 @@
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appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
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blend_mode = BLEND_OVERLAY
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//Why do plane masters need a backdrop sometimes? Read http://www.byond.com/forum/?post=2141928
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/obj/screen/plane_master/proc/backdrop(mob/mymob)
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/obj/screen/plane_master/New()
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if(blend_mode == BLEND_MULTIPLY)
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//What is this? Read http://www.byond.com/forum/?post=2141928
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var/image/backdrop = image('icons/mob/screen_gen.dmi', "black")
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backdrop.transform = matrix(200, 0, 0, 0, 200, 0)
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backdrop.layer = BACKGROUND_LAYER
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backdrop.blend_mode = BLEND_OVERLAY
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overlays += backdrop
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..()
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/obj/screen/plane_master/game_world
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name = "game world plane master"
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@@ -16,9 +23,6 @@
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name = "lighting plane master"
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plane = LIGHTING_PLANE
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blend_mode = BLEND_OVERLAY
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color = list(0,0,0,-0.333, 0,0,0,-0.333, 0,0,0,-0.333, 0,0,0,0, 0,0,0,1)
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// blend_mode = BLEND_MULTIPLY
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// color = list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,0, 0.1,0.1,0.1,0)
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mouse_opacity = 0
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/obj/screen/plane_master/lighting/backdrop(mob/mymob)
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mymob.overlay_fullscreen("lighting_backdrop_lit", /obj/screen/fullscreen/lighting_backdrop/lit)
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mymob.overlay_fullscreen("lighting_backdrop_unlit", /obj/screen/fullscreen/lighting_backdrop/unlit)
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@@ -304,11 +304,15 @@ var/list/teleportlocs = list()
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icon_state = "party"
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else
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icon_state = "blue-red"
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invisibility = INVISIBILITY_LIGHTING
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else
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// new lighting behaviour with obj lights
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icon_state = null
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invisibility = INVISIBILITY_MAXIMUM
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/area/space/updateicon()
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icon_state = null
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invisibility = INVISIBILITY_MAXIMUM
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/*
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#define EQUIP 1
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@@ -22,12 +22,4 @@
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name = "mobl"
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var/master = null
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var/list/container = list( )
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//Makes a tile fully lit no matter what
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/obj/effect/fullbright
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icon = 'icons/effects/alphacolors.dmi'
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icon_state = "white"
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plane = LIGHTING_PLANE
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layer = LIGHTING_LAYER
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blend_mode = BLEND_ADD
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var/list/container = list( )
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@@ -27,12 +27,13 @@
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*/
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#define LIGHTING_CIRCULAR 1 //Comment this out to use old square lighting effects.
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//#define LIGHTING_LAYER 15 //Drawing layer for lighting, moved to layers.dm
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#define LIGHTING_CAP 10 //The lumcount level at which alpha is 0 and we're fully lit.
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#define LIGHTING_CAP_FRAC (255/LIGHTING_CAP) //A precal'd variable we'll use in turf/redraw_lighting()
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#define LIGHTING_ICON 'icons/effects/alphacolors.dmi'
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#define LIGHTING_ICON_STATE "white"
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#define LIGHTING_TIME 2 //Time to do any lighting change. Actual number pulled out of my ass
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#define LIGHTING_DARKEST_VISIBLE_ALPHA 5 //Anything darker than this is so dark, we'll just consider the whole tile unlit
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#define LIGHTING_DARKEST_VISIBLE_ALPHA 250 //Anything darker than this is so dark, we'll just consider the whole tile unlit
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#define LIGHTING_LUM_FOR_FULL_BRIGHT 6 //Anything who's lum is lower then this starts off less bright.
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#define LIGHTING_MIN_RADIUS 4 //Lowest radius a light source can effect.
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@@ -238,8 +239,9 @@
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layer = LIGHTING_LAYER
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plane = LIGHTING_PLANE
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mouse_opacity = 0
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blend_mode = BLEND_ADD
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blend_mode = BLEND_OVERLAY
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invisibility = INVISIBILITY_LIGHTING
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color = "#000"
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luminosity = 0
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infra_luminosity = 1
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anchored = 1
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@@ -342,21 +344,23 @@
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/turf/proc/redraw_lighting(instantly = 0)
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if(lighting_object)
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var/newalpha = 0
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var/turf_lumcount = lighting_lumcount
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if(turf_lumcount > 0)
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if(turf_lumcount < LIGHTING_CAP)
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newalpha = Clamp(turf_lumcount * LIGHTING_CAP_FRAC, 0, 255)
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else //if(turf_lumcount >= LIGHTING_CAP)
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newalpha = 255
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if(newalpha <= LIGHTING_DARKEST_VISIBLE_ALPHA)
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newalpha = 0
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var/newalpha
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if(lighting_lumcount <= 0)
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newalpha = 255
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else
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if(lighting_lumcount < LIGHTING_CAP)
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var/num = Clamp(lighting_lumcount * LIGHTING_CAP_FRAC, 0, 255)
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newalpha = 255-num
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else //if(lighting_lumcount >= LIGHTING_CAP)
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newalpha = 0
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if(newalpha >= LIGHTING_DARKEST_VISIBLE_ALPHA)
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newalpha = 255
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if(lighting_object.alpha != newalpha)
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if(instantly)
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lighting_object.alpha = newalpha
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else
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animate(lighting_object, alpha = newalpha, time = LIGHTING_TIME)
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if(newalpha <= LIGHTING_DARKEST_VISIBLE_ALPHA)
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if(newalpha >= LIGHTING_DARKEST_VISIBLE_ALPHA)
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luminosity = 0
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lighting_object.luminosity = 0
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else
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@@ -378,12 +382,10 @@
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. = ..()
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if(lighting_use_dynamic != DYNAMIC_LIGHTING_ENABLED)
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luminosity = 1
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overlays += /obj/effect/fullbright
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/area/proc/SetDynamicLighting()
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if (lighting_use_dynamic == DYNAMIC_LIGHTING_DISABLED)
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lighting_use_dynamic = DYNAMIC_LIGHTING_ENABLED
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overlays.Cut()
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luminosity = 0
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for(var/turf/T in src.contents)
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T.init_lighting()
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@@ -8,7 +8,7 @@
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var/emp_damage = 0//Handles a type of MMI damage
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var/datum/dna/stored/stored_dna // dna var for brain. Used to store dna, brain dna is not considered like actual dna, brain.has_dna() returns FALSE.
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stat = DEAD //we start dead by default
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see_invisible = SEE_INVISIBLE_LIVING
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see_invisible = SEE_INVISIBLE_MINIMUM
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/mob/living/brain/New(loc)
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..()
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@@ -67,7 +67,7 @@
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SetSleeping(0, 0)
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blind_eyes(1)
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reset_perspective(null)
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reload_fullscreen()
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hide_fullscreens()
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update_action_buttons_icon()
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update_damage_hud()
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update_health_hud()
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+4
-4
@@ -279,7 +279,7 @@ ANNOUNCE_ADMIN_LOGOUT
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## This allows you to configure the minimum required client version, as well as a warning version, and message for both.
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## These trigger for any version below (non-inclusive) the given version, so 510 triggers on 509 or lower.
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## These messages will be followed by one stating the clients current version and the required version for clarity.
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#CLIENT_WARN_VERSION 511
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#CLIENT_WARN_MESSAGE Byond is really close to releasing 511 beta as the stable release, please take this time to try it out. You can set the framerate your client runs at, which makes the game feel very different and cool. Shortly after its release we will end up using 511 client features and you will be forced to update.
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CLIENT_ERROR_VERSION 510
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CLIENT_ERROR_MESSAGE Your version of byond is not supported. Please upgrade.
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#CLIENT_WARN_VERSION 510
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#CLIENT_WARN_MESSAGE Byond is really close to releasing 510 beta as the stable release, please take this time to try it out. Reports are that the client preforms better then the version you are using, and also handles network lag better. Shortly after it's release we will end up using 510 client features and you will be forced to update.
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#CLIENT_ERROR_VERSION 509
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#CLIENT_ERROR_MESSAGE Your version of byond is not supported. Please upgrade.
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