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//place to another. Look at escape shuttle for example.
//All shuttles show now be under shuttle since we have smooth-wall code.
/area/shuttle//DO NOT TURN THE lighting_use_dynamic STUFF ON FOR SHUTTLES. IT BREAKS THINGS.
/area/shuttle
requires_power =0
luminosity =1
lighting_use_dynamic =0
lighting_use_dynamic =0//Lighting STILL disabled, even with the new bay engine, because lighting doesn't play nice with our shuttles, might just be our shuttle code, or the small changes in the lighting engine we have from bay.
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master =src//moved outside the spawn(1) to avoid runtimes in lighting.dm when it references loc.loc.master ~Carn
uid =++global_uid
related =list(src)
areas |=src
if(type ==/area) // override defaults for space. TODO: make space areas of type /area/space rather than /area
@@ -25,25 +23,18 @@
// lighting_state = 4
//has_gravity = 0 // Space has gravity. Because.. because.
if(requires_power)
luminosity =0
else
if(!requires_power)
power_light =0//rastaf0
power_equip =0//rastaf0
power_environ =0//rastaf0
luminosity =1
lighting_use_dynamic =0
..()
// spawn(15)
power_change() // all machines set to current power level, also updates lighting icon
InitializeLighting()
/area/Destroy()
..()
for(var/area/Ainsrc.related)
A.related -=src
areaapc =null
/*
@@ -54,18 +45,14 @@
* If you want to find machines, mobs, etc, in the same logical area,
* you will need to check all the related areas.
* This returns a master contents list to assist in that.
* NOTE: Due to a new lighting engine this is now deprecated, but we're keeping this because I can't be bothered to relace everything that references this.
*/
/proc/area_contents(const/area/A)
//writepanic("[__FILE__].[__LINE__] (no type)([usr ? usr.ckey : ""]) \\/proc/area_contents() called tick#: [world.time]")
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decay_rate =5// 5% chance of a turf decaying on lighting update/airflow (there's no actual tick for turfs)
decay_rate =5// 5% chance of a turf decaying on lighting update (there's no actual tick for turfs). Code that triggers this is lighting_overlays.dm, line #62.
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viewers(user) << "<span class='danger'>[user] is breaking open the [src.name] and eating the liquid inside! It looks like \he's trying to commit suicide!</span>"
return (TOXLOSS)
/obj/item/weapon/glowstick/New()
. = ..()
SetLuminosity(2)
set_light(2, l_color = light_color)
/obj/item/weapon/glowstick/red
desc = "A plastic stick filled with luminescent liquid, this one is red."
color = GLOW_RED
l_color = GLOW_RED
light_color = GLOW_RED
/obj/item/weapon/glowstick/blue
desc = "A plastic stick filled with luminescent liquid, this one is blue."
color = GLOW_BLUE
l_color = GLOW_BLUE
light_color = GLOW_BLUE
/obj/item/weapon/glowstick/yellow
desc = "A plastic stick filled with luminescent liquid, this one is yellow."
color = "#FFFF00"
l_color = "#FFFF00"
light_color = "#FFFF00"
/obj/item/weapon/glowstick/magenta
desc = "A plastic stick filled with luminescent liquid, this one is magenta."
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/area/supply/station //DO NOT TURN THE lighting_use_dynamic STUFF ON FOR SHUTTLES. IT BREAKS THINGS.
//Lighting STILL disabled, even with the new bay engine, because lighting doesn't play nice with our shuttles, might just be our shuttle code, or the small changes in the lighting engine we have from bay.
/area/supply/station
name = "supply shuttle"
icon_state = "shuttle3"
luminosity = 1
lighting_use_dynamic = 0
requires_power = 0
/area/supply/dock //DO NOT TURN THE lighting_use_dynamic STUFF ON FOR SHUTTLES. IT BREAKS THINGS.
/area/supply/dock
name = "supply shuttle"
icon_state = "shuttle3"
luminosity = 1
lighting_use_dynamic = 0
requires_power = 0
//SUPPLY PACKS MOVED TO /code/defines/obj/supplypacks.dm
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