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Primitive Colorgrading (#17844)
* extremely basic color grading for areas * fixes * tint * dmm * colorgrading weather * did it for the meme * outdoor transition fix
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@@ -160,6 +160,7 @@
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if(!T.is_outdoors())
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continue
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to_chat(M, message)
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M.update_client_color() // Passively done here instead of its own loop, the only issue is that if you enter an outdoor area to an indoor turf you won't get a blend update till your first message.
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/datum/weather_holder/proc/get_weather_datum(desired_type)
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return allowed_weather_types[desired_type]
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@@ -204,6 +205,8 @@
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var/indoor_sounds_type = null
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var/effect_flags = NONE
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VAR_PRIVATE/color_grading = null // Color blending for weather to feel hotter, colder, or stranger
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/datum/weather/New()
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if(outdoor_sounds_type)
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outdoor_sounds = new outdoor_sounds_type(list(), FALSE, TRUE)
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@@ -305,6 +308,10 @@
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return
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indoor_sounds.output_atoms -= M
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/// Gets a hex color value for blending with a player's client.color.
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/datum/weather/proc/get_color_tint()
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return color_grading
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// All this does is hold the weather icon.
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/atom/movable/weather_visuals
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icon = 'icons/effects/weather.dmi'
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