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synced 2026-01-01 21:13:07 +00:00
tweaks a bunch of lighting values. reduces the amount of light_power values greater than 1
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@@ -346,7 +346,7 @@
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if(update & 3)
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if(update_state & UPDATE_BLUESCREEN)
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set_light(l_range = 2, l_power = 0.5, l_color = "#0000FF")
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set_light(l_range = 2, l_power = 0.25, l_color = "#0000FF")
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else if(!(stat & (BROKEN|MAINT)) && update_state & UPDATE_ALLGOOD)
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var/color
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switch(charging)
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@@ -356,7 +356,7 @@
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color = "#A8B0F8"
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if(2)
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color = "#82FF4C"
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set_light(l_range = 2, l_power = 0.5, l_color = color)
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set_light(l_range = 2, l_power = 0.25, l_color = color)
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else
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set_light(0)
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@@ -165,8 +165,8 @@
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power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
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var/on = 0 // 1 if on, 0 if off
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var/brightness_range = 6 // luminosity when on, also used in power calculation
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var/brightness_power = 3
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var/brightness_color = null
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var/brightness_power = 0.8
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var/brightness_color = LIGHT_COLOR_INCANDESCENT_TUBE
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var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
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var/flickering = 0
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var/light_type = /obj/item/weapon/light/tube // the type of light item
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@@ -183,8 +183,7 @@
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base_state = "bulb"
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fitting = "bulb"
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brightness_range = 4
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brightness_power = 2
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brightness_color = "#FFF4E5"
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brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
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desc = "A small lighting fixture."
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light_type = /obj/item/weapon/light/bulb
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@@ -193,17 +192,15 @@
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base_state = "flamp"
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fitting = "bulb"
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brightness_range = 5
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brightness_power = 2
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plane = OBJ_PLANE
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layer = OBJ_LAYER
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brightness_color = "#FFF4E5"
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brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
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desc = "A floor lamp."
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light_type = /obj/item/weapon/light/bulb
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var/lamp_shade = 1
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/obj/machinery/light/small/emergency
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brightness_range = 4
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brightness_power = 2
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brightness_color = "#da0205"
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/obj/machinery/light/spot
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@@ -211,7 +208,7 @@
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fitting = "large tube"
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light_type = /obj/item/weapon/light/tube/large
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brightness_range = 12
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brightness_power = 4
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brightness_power = 0.9
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/obj/machinery/light/built/New()
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status = LIGHT_EMPTY
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@@ -716,8 +713,8 @@
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matter = list(DEFAULT_WALL_MATERIAL = 60)
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var/rigged = 0 // true if rigged to explode
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var/brightness_range = 2 //how much light it gives off
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var/brightness_power = 1
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var/brightness_color = null
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var/brightness_power = 0.8
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var/brightness_color = LIGHT_COLOR_INCANDESCENT_TUBE
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/obj/item/weapon/light/tube
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name = "light tube"
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@@ -727,13 +724,12 @@
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item_state = "c_tube"
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matter = list("glass" = 100)
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brightness_range = 8
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brightness_power = 3
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/obj/item/weapon/light/tube/large
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w_class = ITEMSIZE_SMALL
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name = "large light tube"
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brightness_range = 15
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brightness_power = 4
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brightness_power = 0.9
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/obj/item/weapon/light/bulb
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name = "light bulb"
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@@ -743,8 +739,7 @@
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item_state = "contvapour"
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matter = list("glass" = 100)
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brightness_range = 5
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brightness_power = 2
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brightness_color = "#a0a080"
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brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
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/obj/item/weapon/light/throw_impact(atom/hit_atom)
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..()
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@@ -758,7 +753,6 @@
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item_state = "egg4"
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matter = list("glass" = 100)
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brightness_range = 5
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brightness_power = 2
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// update the icon state and description of the light
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@@ -834,4 +828,4 @@
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desc = "A lamp shade for a lamp."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "lampshade"
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w_class = ITEMSIZE_TINY
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w_class = ITEMSIZE_TINY
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