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dynamic fire colours
Fire colour + light colour changes with temperature. Signed-off-by: Mloc <colmohici@gmail.com>
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+12
-5
@@ -91,7 +91,7 @@ turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
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anchored = 1
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mouse_opacity = 0
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//luminosity = 3
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blend_mode = BLEND_ADD
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icon = 'icons/effects/fire.dmi'
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icon_state = "1"
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@@ -114,13 +114,13 @@ turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
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if(firelevel > 6)
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icon_state = "3"
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set_light(7)
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set_light(7, 3)
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else if(firelevel > 2.5)
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icon_state = "2"
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set_light(5)
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set_light(5, 2)
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else
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icon_state = "1"
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set_light(3)
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set_light(3, 1)
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//im not sure how to implement a version that works for every creature so for now monkeys are firesafe
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for(var/mob/living/L in loc)
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@@ -158,6 +158,9 @@ turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
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else
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enemy_tile.adjacent_fire_act(loc, air_contents, air_contents.temperature, air_contents.volume)
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animate(src, color = heat2color(air_contents.temperature), 5)
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set_light(l_color = color)
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/obj/fire/New(newLoc,fl)
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..()
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@@ -165,7 +168,11 @@ turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
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qdel(src)
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set_dir(pick(cardinal))
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set_light(3)
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var/datum/gas_mixture/air_contents = loc.return_air()
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color = heat2color(air_contents.temperature)
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set_light(3, 1, color)
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firelevel = fl
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air_master.active_hotspots.Add(src)
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