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Working theory
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@@ -132,11 +132,7 @@
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/mob/living/carbon/human/proc/getlightlevel() //easier than having the same code in like three places
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if(isturf(src.loc)) //else, there's considered to be no light
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var/turf/T = src.loc
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var/atom/movable/lighting_overlay/L = locate(/atom/movable/lighting_overlay) in T
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if(L)
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return (2 * (min(5,L.lum_r + L.lum_g + L.lum_b) - 2.5))
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else
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return 5
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return T.get_lumcount() * 5
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else return 0
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/mob/living/carbon/human/proc/handle_feral()
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@@ -18,7 +18,7 @@
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icon_state = "red"
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base_turf = /turf/simulated/floor/beach/sand
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luminosity = 1
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lighting_use_dynamic = 0
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dynamic_lighting = 0
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requires_power = 0
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/area/awaymission/beach/coast
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@@ -11,7 +11,7 @@
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icon_state = "green"
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requires_power = 1
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always_unpowered = 1
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lighting_use_dynamic = 1
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dynamic_lighting = 1
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power_light = 0
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power_equip = 0
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power_environ = 0
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@@ -3,7 +3,7 @@
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/area/awaymission/zoo
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icon_state = "green"
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requires_power = 0
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lighting_use_dynamic = 0
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dynamic_lighting = 0
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ambience = list('sound/ambience/ambispace.ogg','sound/music/title2.ogg','sound/music/space.ogg','sound/music/main.ogg','sound/music/traitor.ogg')
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/area/awaymission/zoo/solars
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