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Glowsticks.
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@@ -468,4 +468,36 @@ var/list/DummyCache = list()
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if(our_area != get_area_master(M))
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continue
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mobs_found += M
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return mobs_found
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return mobs_found
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/proc/GetRedPart(const/hexa)
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var/hex = uppertext(hexa)
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var/hi = text2ascii(hex, 2)
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var/lo = text2ascii(hex, 3)
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return (((hi >= 65 ? hi - 55 : hi - 48) << 4) | (lo >= 65 ? lo - 55 : lo - 48))
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/proc/GetGreenPart(const/hexa)
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var/hex = uppertext(hexa)
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var/hi = text2ascii(hex, 4)
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var/lo = text2ascii(hex, 5)
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return (((hi >= 65 ? hi - 55 : hi - 48) << 4) | (lo >= 65 ? lo - 55 : lo - 48))
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/proc/GetBluePart(const/hexa)
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var/hex = uppertext(hexa)
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var/hi = text2ascii(hex, 6)
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var/lo = text2ascii(hex, 7)
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return (((hi >= 65 ? hi - 55 : hi - 48) << 4) | (lo >= 65 ? lo - 55 : lo - 48))
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/proc/GetHexColors(const/hexa)
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var/hex = uppertext(hexa)
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var/hi1 = text2ascii(hex, 2)
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var/lo1 = text2ascii(hex, 3)
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var/hi2 = text2ascii(hex, 4)
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var/lo2 = text2ascii(hex, 5)
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var/hi3 = text2ascii(hex, 6)
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var/lo3 = text2ascii(hex, 7)
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return list(
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((hi1 >= 65 ? hi1 - 55 : hi1 - 48) << 4) | (lo1 >= 65 ? lo1 - 55 : lo1 - 48),
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((hi2 >= 65 ? hi2 - 55 : hi2 - 48) << 4) | (lo2 >= 65 ? lo2 - 55 : lo2 - 48),
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((hi3 >= 65 ? hi3 - 55 : hi3 - 48) << 4) | (lo3 >= 65 ? lo3 - 55 : lo3 - 48)
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)
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@@ -32,6 +32,7 @@
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#define LIGHTING_CIRCULAR 1 //comment this out to use old square lighting effects.
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#define LIGHTING_LAYER 10 //Drawing layer for lighting overlays
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#define LIGHTING_ICON 'icons/effects/ss13_dark_alpha6.dmi' //Icon used for lighting shading effects
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#define LIGHT_WHITE "#FFFFFF" // Hex for white light, aka normal.
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datum/light_source
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var/atom/owner
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@@ -39,6 +40,7 @@ datum/light_source
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var/list/effect = list()
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var/__x = 0 //x coordinate at last update
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var/__y = 0 //y coordinate at last update
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var/l_color
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New(atom/A)
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@@ -46,6 +48,7 @@ datum/light_source
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CRASH("The first argument to the light object's constructor must be the atom that is the light source. Expected atom, received '[A]' instead.")
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..()
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owner = A
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l_color = owner.l_color
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__x = owner.x
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__y = owner.y
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// the lighting object maintains a list of all light sources
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@@ -74,7 +77,7 @@ datum/light_source
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proc/remove_effect()
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// before we apply the effect we remove the light's current effect.
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for(var/turf/T in effect) // negate the effect of this light source
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T.update_lumcount(-effect[T])
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T.update_lumcount(-effect[T], l_color, 1)
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effect.Cut() // clear the effect list
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proc/add_effect()
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@@ -85,7 +88,7 @@ datum/light_source
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var/delta_lumen = lum(T)
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if(delta_lumen > 0)
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effect[T] = delta_lumen
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T.update_lumcount(delta_lumen)
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T.update_lumcount(delta_lumen, l_color, 0)
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return 0
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else
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@@ -114,7 +117,7 @@ atom
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var/datum/light_source/light
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var/trueLuminosity = 0 // Typically 'luminosity' squared. The builtin luminosity must remain linear.
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// We may read it, but NEVER set it directly.
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var/l_color.
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//Turfs with opacity when they are constructed will trigger nearby lights to update
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//Turfs and atoms with luminosity when they are constructed will create a light_source automatically
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@@ -208,12 +211,66 @@ turf/SetOpacity(new_opacity)
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turf
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var/lighting_lumcount = 0
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var/lighting_changed = 0
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var/color_lighting_lumcount = 0
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var/list/colors = list()
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turf/space
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lighting_lumcount = 4 //starlight
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turf/proc/update_lumcount(amount)
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turf/proc/update_lumcount(amount, _lcolor, removing = 0)
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lighting_lumcount += amount
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var/blended
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if (_lcolor)
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if (l_color != LIGHT_WHITE && _lcolor != LIGHT_WHITE && l_color != _lcolor && !removing) // Blend colors.
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var/redblend = min((GetRedPart(l_color)) + (GetRedPart(_lcolor)), 255)
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var/greenblend = min((GetGreenPart(l_color)) + (GetGreenPart(_lcolor)), 255)
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var/blueblend = min((GetBluePart(l_color)) + (GetBluePart(_lcolor)), 255)
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blended = "#[add_zero2(num2hex(redblend), 2)][add_zero2(num2hex(greenblend),2)][add_zero2(num2hex(blueblend),2)]"
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if (removing)
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colors.Remove(_lcolor) // Remove the color that's leaving us from our list.
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if (colors && !colors.len)
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l_color = null // All our color is gone, no color for us.
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else if (colors && colors.len > 1)
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var/maxdepth = 3 // Will blend 3 colors, anymore than that and it looks bad or we will get lag on every tile update.
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var/currentblended
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for (var/i = 0, ++i <= colors.len)
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if (i > maxdepth)
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//world << "Maxdepth reached, breaking loop."
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break
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if (!currentblended)
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//world << "First iteration, currentblended = [colors[i]]."
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currentblended = colors[i] // Start with the first of the remaining colors.
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continue
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var/redblend = min((GetRedPart(currentblended)) + (GetRedPart(colors[i])), 255)
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var/greenblend = min((GetGreenPart(currentblended)) + (GetGreenPart(colors[i])), 255)
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var/blueblend = min((GetBluePart(currentblended)) + (GetBluePart(colors[i])), 255)
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currentblended = "#[add_zero2(num2hex(redblend), 2)][add_zero2(num2hex(greenblend), 2)][add_zero2(num2hex(blueblend), 2)]"
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//world << "Finished [i] [currentblended]."
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if (currentblended)
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//world << "Ended up with [currentblended]"
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l_color = currentblended // blended the remaining colors so apply it.
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else
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l_color = null // Something went wrong, no color for you.
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else
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l_color = colors[colors.len]
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else // we added a color.
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colors.Add(_lcolor) // Add the base color to the list.
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if (blended)
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l_color = blended // If we had a blended color, this is what we get otherwise.
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else
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l_color = _lcolor // Basecolor is our color.
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// if ((l_color != LIGHT_WHITE && l_color != "#FFF") || removing)
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color_lighting_lumcount = max(color_lighting_lumcount + amount, 0) // Minimum of 0.
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if(!lighting_changed)
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lighting_controller.changed_turfs += src
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lighting_changed = 1
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@@ -222,21 +279,27 @@ turf/proc/lighting_tag(var/level)
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var/area/A = loc
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return A.tagbase + "sd_L[level]"
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turf/proc/build_lighting_area(var/tag, var/level)
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turf/proc/build_lighting_area(var/tag, var/level, const/color_light)
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var/area/Area = loc
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var/area/A = new Area.type() // create area if it wasn't found
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// replicate vars
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for(var/V in Area.vars)
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switch(V)
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if("contents","lighting_overlay","overlays") continue
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if ("contents","lighting_overlay", "color_overlay", "overlays")
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continue
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else
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if(issaved(Area.vars[V])) A.vars[V] = Area.vars[V]
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A.tag = tag
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A.lighting_subarea = 1
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A.lighting_space = 0 // in case it was copied from a space subarea
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A.SetLightLevel(level)
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if (A.l_color != l_color)
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A.l_color = l_color
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//color_light = min(max(round(color_lighting_lumcount, 1), 0), lighting_controller.lighting_states)
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//world << "[color_light] [color_lighting_lumcount]"
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A.SetLightLevel(level, color_light)
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Area.related += A
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return A
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@@ -248,11 +311,26 @@ turf/proc/shift_to_subarea()
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var/level = min(max(round(lighting_lumcount,1),0),lighting_controller.lighting_states)
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var/new_tag = lighting_tag(level)
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// pomf - If we have a lighting color that is not white, apply the new tag to seperate the areas.
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if (color_lighting_lumcount && l_color)
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new_tag += "sd_LC[light]" // pomf - We append the color lighting lumcount so we can have colored lights.
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else
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new_tag += "sd_L[light]"
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if (l_color)
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new_tag += "[l_color][color_lighting_lumcount]"
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if(Area.tag!=new_tag) //skip if already in this area
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var/area/A = locate(new_tag) // find an appropriate area
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var/color_light = min(max(round(color_lighting_lumcount,1),0),lighting_controller.lighting_states)
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if(!A)
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A = build_lighting_area(new_tag,level)
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if (!A)
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A = build_lighting_area(new_tag, level, color_light)
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else if (A.l_color != l_color)
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A.l_color = l_color
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//color_light = min(max(round(color_lighting_lumcount, 1), 0), lighting_controller.lighting_states)
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A.SetLightLevel(level, color_light)
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A.contents += src // move the turf into the area
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@@ -275,8 +353,9 @@ area
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var/lighting_subarea = 0 //tracks whether we're a lighting sub-area
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var/lighting_space = 0 // true for space-only lighting subareas
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var/tagbase
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var/image/color_overlay //Tracks the color image.
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proc/SetLightLevel(light)
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proc/SetLightLevel(light, color_light = 0)
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if(!src) return
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if(light <= 0)
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light = 0
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@@ -292,7 +371,69 @@ area
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else
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lighting_overlay = image(LIGHTING_ICON,,num2text(light),LIGHTING_LAYER)
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overlays += lighting_overlay
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if (color_overlay)
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overlays.Remove(color_overlay)
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color_overlay.icon_state = "white"
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else
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if (l_color && l_color != LIGHT_WHITE)
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color_overlay = image('icons/weapons.dmi', ,"white", 10.1)
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if (istype(color_overlay))
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color_overlay.color = l_color
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/*
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if (light < 6)
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switch (level)
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if (6)
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color_overlay.alpha = 140
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if (5)
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color_overlay.alpha = 120
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if (4)
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color_overlay.alpha = 100
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if (3)
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color_overlay.alpha = 80
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if (2)
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color_overlay.alpha = 60
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if (1)
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color_overlay.alpha = 40
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if (-INFINITY to 0)
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//world << "Zero or below, [color_light]."
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color_overlay.alpha = 0
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else
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//world << "Setting the alpha to max... color_light [color_light]."
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color_overlay.alpha = 140
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color_overlay.blend_mode = BLEND_MULTIPLY
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*/
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if (1)
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switch (color_light)
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if (6)
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color_overlay.alpha = 180
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if (5)
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color_overlay.alpha = 140
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if (4)
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color_overlay.alpha = 120
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if (3)
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color_overlay.alpha = 80
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if (2)
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color_overlay.alpha = 60
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if (1)
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color_overlay.alpha = 20
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if (-INFINITY to 0)
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//world << "Zero or below, [color_light]."
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color_overlay.alpha = 0
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else
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//world << "Setting the alpha to max... color_light [color_light]."
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color_overlay.alpha = 180
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if (color_overlay.color)
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overlays.Add(color_overlay)
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if (isnull(color_overlay))
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overlays.Add(lighting_overlay)
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else if (light < 6)
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overlays.Add(lighting_overlay)
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proc/SetDynamicLighting()
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@@ -311,6 +452,8 @@ area
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//#undef LIGHTING_LAYER
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#undef LIGHTING_CIRCULAR
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//#undef LIGHTING_ICON
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#undef LIGHT_WHITE
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#define LIGHTING_MAX_LUMINOSITY_STATIC 8 //Maximum luminosity to reduce lag.
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#define LIGHTING_MAX_LUMINOSITY_MOBILE 5 //Moving objects have a lower max luminosity since these update more often. (lag reduction)
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#define LIGHTING_MAX_LUMINOSITY_TURF 1 //turfs have a severely shortened range to protect from inevitable floor-lighttile spam.
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