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Clamps.
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@@ -301,23 +301,22 @@ turf/proc/shift_to_subarea()
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if(!istype(Area) || !Area.lighting_use_dynamic) return
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var/level = min(max(round(lighting_lumcount,1),0),lighting_controller.lighting_states)
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var/level = Clamp(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 null, apply the new tag to seperate the areas.
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if (l_color)
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// pomf - We append the (rounded!) color lighting lumcount so we can have colored lights.
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new_tag += "[l_color][Clamp(0, round(color_lighting_lumcount, 1), lighting_controller.lighting_states)]"
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new_tag += "[l_color][Clamp(round(color_lighting_lumcount, 1), 0, lighting_controller.lighting_states)]"
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if(Area.tag!=new_tag) //skip if already in this area
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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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var/color_light = Clamp(round(color_lighting_lumcount, 1), 0, lighting_controller.lighting_states)
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if (!A)
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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 (l_color != A.l_color)
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else if(l_color != A.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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