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Fixes lighting object initialization on new zlevels.
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@@ -88,3 +88,11 @@ SUBSYSTEM_DEF(lighting)
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/datum/controller/subsystem/lighting/Recover()
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initialized = SSlighting.initialized
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..()
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/datum/controller/subsystem/lighting/proc/initialize_lighting_objects(list/turfs)
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for(var/turf/T in turfs)
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if(!IS_DYNAMIC_LIGHTING(T))
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continue
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new/atom/movable/lighting_object(T)
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CHECK_TICK
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@@ -53,6 +53,7 @@
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smooth_zlevel(world.maxz)
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repopulate_sorted_areas()
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SSlighting.initialize_lighting_objects(block(locate(bounds[MAP_MINX], bounds[MAP_MINY], bounds[MAP_MINZ]),locate(bounds[MAP_MAXX], bounds[MAP_MAXY], bounds[MAP_MAXZ])))
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//initialize things that are normally initialized after map load
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initTemplateBounds(bounds)
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log_game("Z-level [name] loaded at at [x],[y],[world.maxz]")
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