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[MIRROR] Color standardization, vars moved, and signals (#194)
* Color standardization, vars moved, and signals (#52574) Defined all the existing light_color values. Moved their definitions to colors.dm Made white the default color. It was so already, but that was very obscured. Moved the atom light-related variables to the atom definition. Wrapped changes to variables such as light_color into procs that report the event through signals. Moved the light_on variable to the atom level, also adding a signal for its changing, to represent toggling lights. Cleaned up a little bit of code in where new variables were defined before redefinitions. This is all atomization to reduce changes in #52413 None of this affect gameplay at all, it's all code cleaning and refactoring. There's more colors to standardize, a search for color = will find lots of targets, and I see little need to have both the LIGHT_COLOR and COLOR patterns, but I don't want to make this PR bigger than it already is. * Color standardization, vars moved, and signals Co-authored-by: Rohesie <rohesie@gmail.com>
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@@ -371,7 +371,7 @@
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name = "photosynthetic potted plant"
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desc = "A bioluminescent plant."
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icon_state = "plant-09"
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light_color = "#2cb2e8"
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light_color = COLOR_BRIGHT_BLUE
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light_range = 3
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/obj/item/kirbyplants/fullysynthetic
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@@ -76,7 +76,7 @@ GLOBAL_LIST_INIT(ore_probability, list(/obj/item/stack/ore/uranium = 50,
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icon_state = "nether"
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mob_types = list(/mob/living/simple_animal/hostile/asteroid/ice_demon)
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light_range = 1
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light_color = LIGHT_COLOR_RED
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light_color = COLOR_SOFT_RED
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/obj/structure/spawner/ice_moon/demonic_portal/clear_rock()
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for(var/turf/F in RANGE_TURFS(3, src))
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