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https://github.com/CHOMPStation2/CHOMPStation2.git
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Merge branch 'master' of https://github.com/PolarisSS13/Polaris into armor_soak
# Conflicts: # code/modules/mob/living/simple_animal/animals/bear.dm # code/modules/mob/living/simple_animal/animals/parrot.dm
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@@ -72,25 +72,35 @@ var/datum/planet/sif/planet_sif = null
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var/new_brightness = (Interpolate(low_brightness, high_brightness, weight = lerp_weight) ) * weather_light_modifier
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var/list/low_color_list = hex2rgb(low_color)
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var/low_r = low_color_list[1]
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var/low_g = low_color_list[2]
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var/low_b = low_color_list[3]
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var/new_color = null
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if(weather_holder && weather_holder.current_weather && weather_holder.current_weather.light_color)
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new_color = weather_holder.current_weather.light_color
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else
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var/list/low_color_list = hex2rgb(low_color)
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var/low_r = low_color_list[1]
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var/low_g = low_color_list[2]
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var/low_b = low_color_list[3]
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var/list/high_color_list = hex2rgb(high_color)
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var/high_r = high_color_list[1]
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var/high_g = high_color_list[2]
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var/high_b = high_color_list[3]
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var/list/high_color_list = hex2rgb(high_color)
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var/high_r = high_color_list[1]
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var/high_g = high_color_list[2]
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var/high_b = high_color_list[3]
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var/new_r = Interpolate(low_r, high_r, weight = lerp_weight)
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var/new_g = Interpolate(low_g, high_g, weight = lerp_weight)
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var/new_b = Interpolate(low_b, high_b, weight = lerp_weight)
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var/new_r = Interpolate(low_r, high_r, weight = lerp_weight)
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var/new_g = Interpolate(low_g, high_g, weight = lerp_weight)
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var/new_b = Interpolate(low_b, high_b, weight = lerp_weight)
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var/new_color = rgb(new_r, new_g, new_b)
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new_color = rgb(new_r, new_g, new_b)
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spawn(1)
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update_sun_deferred(2, new_brightness, new_color)
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/datum/planet/proc/update_sun_deferred(var/new_range, var/new_brightness, var/new_color)
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set background = 1
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set waitfor = 0
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var/i = 0
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for(var/turf/simulated/floor/T in outdoor_turfs)
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T.set_light(2, new_brightness, new_color)
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T.set_light(new_range, new_brightness, new_color)
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i++
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if(i % 30 == 0)
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sleep(1)
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@@ -8,6 +8,7 @@
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#define WEATHER_HAIL "hail"
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#define WEATHER_WINDY "windy"
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#define WEATHER_HOT "hot"
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#define WEATHER_BLOOD_MOON "blood moon" // For admin fun or cult later on.
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/datum/weather_holder
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var/datum/planet/our_planet = null
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@@ -53,6 +54,8 @@
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current_weather.process_effects()
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/datum/weather_holder/proc/update_icon_effects()
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set background = 1
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set waitfor = 0
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if(current_weather)
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for(var/turf/simulated/floor/T in outdoor_turfs)
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if(T.z in our_planet.expected_z_levels)
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@@ -86,7 +89,8 @@
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WEATHER_BLIZZARD = new /datum/weather/sif/blizzard(),
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WEATHER_RAIN = new /datum/weather/sif/rain(),
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WEATHER_STORM = new /datum/weather/sif/storm(),
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WEATHER_HAIL = new /datum/weather/sif/hail()
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WEATHER_HAIL = new /datum/weather/sif/hail(),
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WEATHER_BLOOD_MOON = new /datum/weather/sif/blood_moon()
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)
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planetary_wall_type = /turf/unsimulated/wall/planetary/sif
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roundstart_weather_chances = list(
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@@ -107,6 +111,7 @@
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var/temp_high = T20C
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var/temp_low = T0C
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var/light_modifier = 1.0 // Lower numbers means more darkness.
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var/light_color = null // If set, changes how the day/night light looks.
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var/transition_chances = list() // Assoc list
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var/datum/weather_holder/holder = null
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@@ -270,3 +275,11 @@
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L.apply_damage(rand(5, 10), BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail")
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to_chat(L, "<span class='warning'>The hail raining down on you [L.can_feel_pain() ? "hurts" : "damages you"]!</span>")
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/datum/weather/sif/blood_moon
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name = "blood moon"
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light_modifier = 0.5
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light_color = "#FF0000"
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transition_chances = list(
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WEATHER_BLOODMOON = 100
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)
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