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https://github.com/CHOMPStation2/CHOMPStation2.git
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powder that makes you say yes
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@@ -3,6 +3,8 @@
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desc = "Deletes itself, but first updates all the lighting on outdoor turfs."
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icon = 'icons/effects/effects_vr.dmi'
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icon_state = "fakesun"
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invisibility = INVISIBILITY_ABSTRACT
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var/datum/light_source/sun/fake_sun
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var/list/possible_light_setups = list(
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list(
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@@ -82,31 +84,34 @@
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/obj/effect/fake_sun/LateInitialize()
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. = ..()
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var/list/choice = pick(possible_light_setups)
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if(choice["brightness"] <= LIGHTING_SOFT_THRESHOLD) // dark!
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return
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var/list/our_choice = pick(possible_light_setups)
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fake_sun = new
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fake_sun.light_color = choice["color"]
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fake_sun.light_power = choice["brightness"]
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var/list/zees = GetConnectedZlevels()
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var/min = z
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var/max = z
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for(var/zee in zees)
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if(zee < min)
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min = z
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if(zee > max)
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max = z
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var/list/all_turfs = block(locate(1, 1, min), locate(world.maxx, world.maxy, max))
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var/list/turfs_to_use = list()
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for(var/turf/T as anything in all_turfs)
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if(T.outdoors)
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turfs_to_use += T
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// Calculate new values to apply
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var/new_brightness = our_choice["brightness"]
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var/new_color = our_choice["color"]
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var/lum_r = new_brightness * GetRedPart (new_color) / 255
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var/lum_g = new_brightness * GetGreenPart(new_color) / 255
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var/lum_b = new_brightness * GetBluePart (new_color) / 255
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var/static/update_gen = -1 // Used to prevent double-processing corners. Otherwise would happen when looping over adjacent turfs.
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var/list/turfs = block(locate(1,1,z),locate(world.maxx,world.maxy,z))
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for(var/turf/simulated/T as anything in turfs)
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if(!T.lighting_overlay)
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T.lighting_build_overlay()
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if(!T.outdoors)
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continue
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for(var/C in T.get_corners())
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var/datum/lighting_corner/LC = C
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if(LC.update_gen != update_gen && LC.active)
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LC.update_gen = update_gen
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LC.update_lumcount(lum_r, lum_g, lum_b)
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update_gen--
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qdel(src)
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if(!turfs_to_use.len)
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warning("Fake sun placed on a level where it can't find any outdoor turfs to color at [x],[y],[z].")
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return
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fake_sun.update_corners(turfs_to_use)
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/obj/effect/fake_sun/warm
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name = "warm fake sun"
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