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Fixes non-dynamically lit areas being pitch black
Fixes #25179 (Legitimate closing of a pull request, thanks for this bug github) Fixes #25164
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@@ -96,7 +96,8 @@ var/datum/controller/subsystem/processing/overlays/SSoverlays
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new_overlays[i] = icon2appearance(cached_overlay)
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else //image probable
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appearance_bro.appearance = cached_overlay
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appearance_bro.dir = cached_overlay.dir
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if(!ispath(cached_overlay))
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appearance_bro.dir = cached_overlay.dir
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new_overlays[i] = appearance_bro.appearance
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return new_overlays
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@@ -123,6 +123,9 @@ var/list/teleportlocs = list()
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blend_mode = BLEND_MULTIPLY // Putting this in the constructor so that it stops the icons being screwed up in the map editor.
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if(!IS_DYNAMIC_LIGHTING(src))
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add_overlay(/obj/effect/fullbright)
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/area/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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@@ -9,6 +9,7 @@
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dynamic_lighting = new_dynamic_lighting
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if (IS_DYNAMIC_LIGHTING(src))
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cut_overlay(/obj/effect/fullbright)
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for (var/turf/T in area_contents(src))
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if (IS_DYNAMIC_LIGHTING(T))
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T.lighting_build_overlay()
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