April sync (#360)
* Maps and things no code/icons * helpers defines globalvars * Onclick world.dm orphaned_procs * subsystems Round vote and shuttle autocall done here too * datums * Game folder * Admin - chatter modules * clothing - mining * modular computers - zambies * client * mob level 1 * mob stage 2 + simple_animal * silicons n brains * mob stage 3 + Alien/Monkey * human mobs * icons updated * some sounds * emitter y u no commit * update tgstation.dme * compile fixes * travis fixes Also removes Fast digest mode, because reasons. * tweaks for travis Mentors are broke again Also fixes Sizeray guns * oxygen loss fix for vore code. * removes unused code * some code updates * bulk fixes * further fixes * outside things * whoops. * Maint bar ported * GLOBs.
This commit is contained in:
@@ -21,3 +21,10 @@
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T.lighting_clear_overlay()
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return TRUE
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/area/vv_edit_var(var_name, var_value)
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switch(var_name)
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if("dynamic_lighting")
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set_dynamic_lighting(var_value)
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return TRUE
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return ..()
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@@ -1,11 +1,9 @@
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/var/list/datum/lighting_corner/all_lighting_corners = list()
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/var/datum/lighting_corner/dummy/dummy_lighting_corner = new
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// Because we can control each corner of every lighting object.
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// And corners get shared between multiple turfs (unless you're on the corners of the map, then 1 corner doesn't).
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// For the record: these should never ever ever be deleted, even if the turf doesn't have dynamic lighting.
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// This list is what the code that assigns corners listens to, the order in this list is the order in which corners are added to the /turf/corners list.
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/var/list/LIGHTING_CORNER_DIAGONAL = list(NORTHEAST, SOUTHEAST, SOUTHWEST, NORTHWEST)
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GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST, NORTHWEST))
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/datum/lighting_corner
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var/list/turf/masters = list()
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@@ -32,8 +30,6 @@
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/datum/lighting_corner/New(var/turf/new_turf, var/diagonal)
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. = ..()
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all_lighting_corners += src
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masters[new_turf] = turn(diagonal, 180)
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z = new_turf.z
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@@ -56,7 +52,7 @@
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T.corners = list(null, null, null, null)
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masters[T] = diagonal
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i = LIGHTING_CORNER_DIAGONAL.Find(turn(diagonal, 180))
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i = GLOB.LIGHTING_CORNER_DIAGONAL.Find(turn(diagonal, 180))
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T.corners[i] = src
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// Now the horizontal one.
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@@ -66,7 +62,7 @@
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T.corners = list(null, null, null, null)
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masters[T] = ((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH) // Get the dir based on coordinates.
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i = LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180))
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i = GLOB.LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180))
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T.corners[i] = src
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// And finally the vertical one.
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@@ -76,7 +72,7 @@
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T.corners = list(null, null, null, null)
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masters[T] = ((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH) // Get the dir based on coordinates.
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i = LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180))
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i = GLOB.LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180))
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T.corners[i] = src
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update_active()
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@@ -98,10 +94,13 @@
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if (!needs_update)
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needs_update = TRUE
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lighting_update_corners += src
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GLOB.lighting_update_corners += src
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/datum/lighting_corner/proc/update_objects()
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// Cache these values a head of time so 4 individual lighting objects don't all calculate them individually.
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var/lum_r = src.lum_r
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var/lum_g = src.lum_g
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var/lum_b = src.lum_b
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var/mx = max(lum_r, lum_g, lum_b) // Scale it so one of them is the strongest lum, if it is above 1.
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. = 1 // factor
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if (mx > 1)
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@@ -111,22 +110,22 @@
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else if (mx < LIGHTING_SOFT_THRESHOLD)
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. = 0 // 0 means soft lighting.
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cache_r = lum_r * . || LIGHTING_SOFT_THRESHOLD
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cache_g = lum_g * . || LIGHTING_SOFT_THRESHOLD
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cache_b = lum_b * . || LIGHTING_SOFT_THRESHOLD
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cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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#else
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cache_r = lum_r * .
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cache_g = lum_g * .
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cache_b = lum_b * .
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cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE)
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cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE)
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cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE)
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#endif
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cache_mx = mx
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cache_mx = round(mx, LIGHTING_ROUND_VALUE)
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for (var/TT in masters)
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var/turf/T = TT
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if (T.lighting_object)
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if (!T.lighting_object.needs_update)
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T.lighting_object.needs_update = TRUE
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lighting_update_objects += T.lighting_object
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GLOB.lighting_update_objects += T.lighting_object
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/datum/lighting_corner/dummy/New()
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@@ -139,4 +138,4 @@
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stack_trace("Ok, Look, TG, I need you to find whatever fucker decided to call qdel on a fucking lighting corner, then tell him very nicely and politely that he is 100% retarded and needs his head checked. Thanks. Send them my regards by the way.")
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// Yeah fuck you anyways.
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return QDEL_HINT_LETMELIVE
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return QDEL_HINT_LETMELIVE
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@@ -1,4 +1,4 @@
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/var/list/all_lighting_objects = list() // Global list of lighting objects.
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GLOBAL_LIST_EMPTY(all_lighting_objects) // Global list of lighting objects.
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/atom/movable/lighting_object
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name = ""
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@@ -19,7 +19,7 @@
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/atom/movable/lighting_object/Initialize(mapload, var/no_update = FALSE)
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. = ..()
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verbs.Cut()
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global.all_lighting_objects += src
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GLOB.all_lighting_objects += src
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var/turf/T = loc // If this runtimes atleast we'll know what's creating overlays in things that aren't turfs.
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T.lighting_object = src
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@@ -35,8 +35,8 @@
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/atom/movable/lighting_object/Destroy(var/force)
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if (force)
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global.all_lighting_objects -= src
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global.lighting_update_objects -= src
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GLOB.all_lighting_objects -= src
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GLOB.lighting_update_objects -= src
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var/turf/T = loc
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if (istype(T))
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@@ -68,6 +68,7 @@
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// Including with these comments.
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// See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are.
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var/static/datum/lighting_corner/dummy/dummy_lighting_corner = new
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var/datum/lighting_corner/cr = T.corners[3] || dummy_lighting_corner
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var/datum/lighting_corner/cg = T.corners[2] || dummy_lighting_corner
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var/datum/lighting_corner/cb = T.corners[4] || dummy_lighting_corner
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@@ -75,21 +76,49 @@
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var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx)
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color = list(
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cr.cache_r, cr.cache_g, cr.cache_b, 0,
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cg.cache_r, cg.cache_g, cg.cache_b, 0,
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cb.cache_r, cb.cache_g, cb.cache_b, 0,
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ca.cache_r, ca.cache_g, ca.cache_b, 0,
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0, 0, 0, 1
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)
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var/rr = cr.cache_r
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var/rg = cr.cache_g
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var/rb = cr.cache_b
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var/gr = cg.cache_r
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var/gg = cg.cache_g
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var/gb = cg.cache_b
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var/br = cb.cache_r
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var/bg = cb.cache_g
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var/bb = cb.cache_b
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var/ar = ca.cache_r
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var/ag = ca.cache_g
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var/ab = ca.cache_b
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#if LIGHTING_SOFT_THRESHOLD != 0
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luminosity = max > LIGHTING_SOFT_THRESHOLD
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var/set_luminosity = max > LIGHTING_SOFT_THRESHOLD
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#else
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// Because of floating points™️, it won't even be a flat 0.
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// Because of floating points<EFBFBD>?, it won't even be a flat 0.
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// This number is mostly arbitrary.
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luminosity = max > 1e-6
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var/set_luminosity = max > 1e-6
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#endif
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if((rr & gr & br & ar) && (rg + gg + bg + ag + rb + gb + bb + ab == 8))
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//anything that passes the first case is very likely to pass the second, and addition is a little faster in this case
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icon_state = "transparent"
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color = null
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else if(!set_luminosity)
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icon_state = "dark"
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color = null
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else
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icon_state = null
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color = list(
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rr, rg, rb, 00,
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gr, gg, gb, 00,
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br, bg, bb, 00,
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ar, ag, ab, 00,
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00, 00, 00, 01
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)
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luminosity = set_luminosity
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// Variety of overrides so the overlays don't get affected by weird things.
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/atom/movable/lighting_object/ex_act(severity)
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@@ -111,4 +140,4 @@
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// Override here to prevent things accidentally moving around overlays.
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/atom/movable/lighting_object/forceMove(atom/destination, var/no_tp=FALSE, var/harderforce = FALSE)
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if(harderforce)
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. = ..()
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. = ..()
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@@ -81,7 +81,7 @@
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#define EFFECT_UPDATE \
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if (!needs_update) \
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{ \
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lighting_update_lights += src; \
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GLOB.lighting_update_lights += src; \
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needs_update = TRUE; \
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}
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@@ -127,11 +127,11 @@
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if (corners[i]) // Already have a corner on this direction.
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continue
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corners[i] = new/datum/lighting_corner(src, LIGHTING_CORNER_DIAGONAL[i])
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corners[i] = new/datum/lighting_corner(src, GLOB.LIGHTING_CORNER_DIAGONAL[i])
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/turf/ChangeTurf(path)
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if (!path || (!use_preloader && path == type) || !SSlighting.initialized)
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if (!path || (!GLOB.use_preloader && path == type) || !SSlighting.initialized)
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return ..()
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var/old_opacity = opacity
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Block a user