Emergency Lights now changes color depending on alert level and whether or not the light is powered. (#26932)
* Emergency Lights now change color depending on alert level and whether or not they are powered. * Made a condition for null alert level, added summary doc. * Refactored uid and emergencylightcomponent into Entity<EmergencyLightComponent>
This commit is contained in:
@@ -14,7 +14,7 @@ public sealed partial class EmergencyLightComponent : SharedEmergencyLightCompon
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/// <summary>
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/// Is this emergency light forced on for some reason and cannot be disabled through normal means
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/// (i.e. delta alert level?)
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/// (i.e. blue alert or higher?)
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/// </summary>
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public bool ForciblyEnabled = false;
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@@ -31,9 +31,9 @@ public sealed class EmergencyLightSystem : SharedEmergencyLightSystem
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SubscribeLocalEvent<EmergencyLightComponent, PowerChangedEvent>(OnEmergencyPower);
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}
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private void OnEmergencyPower(EntityUid uid, EmergencyLightComponent component, ref PowerChangedEvent args)
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private void OnEmergencyPower(Entity<EmergencyLightComponent> entity, ref PowerChangedEvent args)
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{
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var meta = MetaData(uid);
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var meta = MetaData(entity.Owner);
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// TODO: PowerChangedEvent shouldn't be issued for paused ents but this is the world we live in.
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if (meta.EntityLifeStage >= EntityLifeStage.Terminating ||
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@@ -42,7 +42,7 @@ public sealed class EmergencyLightSystem : SharedEmergencyLightSystem
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return;
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}
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UpdateState(uid, component);
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UpdateState(entity);
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}
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private void OnEmergencyExamine(EntityUid uid, EmergencyLightComponent component, ExaminedEvent args)
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@@ -111,13 +111,13 @@ public sealed class EmergencyLightSystem : SharedEmergencyLightSystem
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if (details.ForceEnableEmergencyLights && !light.ForciblyEnabled)
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{
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light.ForciblyEnabled = true;
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TurnOn(uid, light);
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TurnOn((uid, light));
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}
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else if (!details.ForceEnableEmergencyLights && light.ForciblyEnabled)
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{
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// Previously forcibly enabled, and we went down an alert level.
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light.ForciblyEnabled = false;
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UpdateState(uid, light);
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UpdateState((uid, light));
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}
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}
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}
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@@ -135,31 +135,31 @@ public sealed class EmergencyLightSystem : SharedEmergencyLightSystem
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var query = EntityQueryEnumerator<ActiveEmergencyLightComponent, EmergencyLightComponent, BatteryComponent>();
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while (query.MoveNext(out var uid, out _, out var emergencyLight, out var battery))
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{
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Update(uid, emergencyLight, battery, frameTime);
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Update((uid, emergencyLight), battery, frameTime);
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}
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}
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private void Update(EntityUid uid, EmergencyLightComponent component, BatteryComponent battery, float frameTime)
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private void Update(Entity<EmergencyLightComponent> entity, BatteryComponent battery, float frameTime)
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{
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if (component.State == EmergencyLightState.On)
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if (entity.Comp.State == EmergencyLightState.On)
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{
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if (!_battery.TryUseCharge(uid, component.Wattage * frameTime, battery))
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if (!_battery.TryUseCharge(entity.Owner, entity.Comp.Wattage * frameTime, battery))
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{
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SetState(uid, component, EmergencyLightState.Empty);
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TurnOff(uid, component);
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SetState(entity.Owner, entity.Comp, EmergencyLightState.Empty);
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TurnOff(entity);
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}
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}
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else
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{
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_battery.SetCharge(uid, battery.CurrentCharge + component.ChargingWattage * frameTime * component.ChargingEfficiency, battery);
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_battery.SetCharge(entity.Owner, battery.CurrentCharge + entity.Comp.ChargingWattage * frameTime * entity.Comp.ChargingEfficiency, battery);
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if (battery.IsFullyCharged)
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{
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if (TryComp<ApcPowerReceiverComponent>(uid, out var receiver))
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if (TryComp<ApcPowerReceiverComponent>(entity.Owner, out var receiver))
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{
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receiver.Load = 1;
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}
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SetState(uid, component, EmergencyLightState.Full);
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SetState(entity.Owner, entity.Comp, EmergencyLightState.Full);
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}
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}
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}
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@@ -167,35 +167,73 @@ public sealed class EmergencyLightSystem : SharedEmergencyLightSystem
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/// <summary>
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/// Updates the light's power drain, battery drain, sprite and actual light state.
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/// </summary>
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public void UpdateState(EntityUid uid, EmergencyLightComponent component)
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public void UpdateState(Entity<EmergencyLightComponent> entity)
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{
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if (!TryComp<ApcPowerReceiverComponent>(uid, out var receiver))
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if (!TryComp<ApcPowerReceiverComponent>(entity.Owner, out var receiver))
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return;
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if (receiver.Powered && !component.ForciblyEnabled)
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if (!TryComp<AlertLevelComponent>(_station.GetOwningStation(entity.Owner), out var alerts))
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return;
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if (alerts.AlertLevels == null || !alerts.AlertLevels.Levels.TryGetValue(alerts.CurrentLevel, out var details))
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{
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receiver.Load = (int) Math.Abs(component.Wattage);
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TurnOff(uid, component);
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SetState(uid, component, EmergencyLightState.Charging);
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TurnOff(entity, Color.Red); // if no alert, default to off red state
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return;
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}
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else
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if (receiver.Powered && !entity.Comp.ForciblyEnabled) // Green alert
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{
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TurnOn(uid, component);
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SetState(uid, component, EmergencyLightState.On);
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receiver.Load = (int) Math.Abs(entity.Comp.Wattage);
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TurnOff(entity, details.Color);
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SetState(entity.Owner, entity.Comp, EmergencyLightState.Charging);
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}
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else if (!receiver.Powered) // If internal battery runs out it will end in off red state
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{
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TurnOn(entity, Color.Red);
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SetState(entity.Owner, entity.Comp, EmergencyLightState.On);
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}
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else // Powered and enabled
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{
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TurnOn(entity, details.Color);
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SetState(entity.Owner, entity.Comp, EmergencyLightState.On);
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}
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}
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private void TurnOff(EntityUid uid, EmergencyLightComponent component)
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private void TurnOff(Entity<EmergencyLightComponent> entity)
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{
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_pointLight.SetEnabled(uid, false);
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_appearance.SetData(uid, EmergencyLightVisuals.On, false);
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_ambient.SetAmbience(uid, false);
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_pointLight.SetEnabled(entity.Owner, false);
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_appearance.SetData(entity.Owner, EmergencyLightVisuals.On, false);
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_ambient.SetAmbience(entity.Owner, false);
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}
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private void TurnOn(EntityUid uid, EmergencyLightComponent component)
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/// <summary>
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/// Turn off emergency light and set color.
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/// </summary>
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private void TurnOff(Entity<EmergencyLightComponent> entity, Color color)
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{
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_pointLight.SetEnabled(uid, true);
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_appearance.SetData(uid, EmergencyLightVisuals.On, true);
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_ambient.SetAmbience(uid, true);
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_pointLight.SetEnabled(entity.Owner, false);
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_pointLight.SetColor(entity.Owner, color);
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_appearance.SetData(entity.Owner, EmergencyLightVisuals.Color, color);
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_appearance.SetData(entity.Owner, EmergencyLightVisuals.On, false);
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_ambient.SetAmbience(entity.Owner, false);
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}
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private void TurnOn(Entity<EmergencyLightComponent> entity)
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{
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_pointLight.SetEnabled(entity.Owner, true);
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_appearance.SetData(entity.Owner, EmergencyLightVisuals.On, true);
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_ambient.SetAmbience(entity.Owner, true);
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}
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/// <summary>
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/// Turn on emergency light and set color.
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/// </summary>
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private void TurnOn(Entity<EmergencyLightComponent> entity, Color color)
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{
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_pointLight.SetEnabled(entity.Owner, true);
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_pointLight.SetColor(entity.Owner, color);
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_appearance.SetData(entity.Owner, EmergencyLightVisuals.Color, color);
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_appearance.SetData(entity.Owner, EmergencyLightVisuals.On, true);
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_ambient.SetAmbience(entity.Owner, true);
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}
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}
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@@ -5,28 +5,35 @@
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green:
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announcement: alert-level-green-announcement
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color: Green
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emergencyLightColor: LawnGreen
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shuttleTime: 600
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blue:
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announcement: alert-level-blue-announcement
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sound: /Audio/Misc/bluealert.ogg
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color: DodgerBlue
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forceEnableEmergencyLights: true
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emergencyLightColor: DodgerBlue
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shuttleTime: 600
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violet:
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announcement: alert-level-violet-announcement
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sound: /Audio/Misc/notice1.ogg
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color: Violet
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emergencyLightColor: Violet
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forceEnableEmergencyLights: true
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shuttleTime: 600
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yellow:
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announcement: alert-level-yellow-announcement
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sound: /Audio/Misc/notice1.ogg
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color: Yellow
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emergencyLightColor: Goldenrod
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forceEnableEmergencyLights: true
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shuttleTime: 600
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red:
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announcement: alert-level-red-announcement
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sound: /Audio/Misc/redalert.ogg
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color: Red
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emergencyLightColor: Red
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forceEnableEmergencyLights: true
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shuttleTime: 600 #No reduction in time as we don't have swiping for red alert like in /tg/. Shuttle times are intended to create friction, so having a way to brainlessly bypass that would be dumb.
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gamma:
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announcement: alert-level-gamma-announcement
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@@ -360,7 +360,7 @@
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radius: 5
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energy: 0.6
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offset: "0, 0.4"
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color: "#FF4020"
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color: "#7CFC00"
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mask: /Textures/Effects/LightMasks/double_cone.png
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- type: ApcPowerReceiver
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- type: ExtensionCableReceiver
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@@ -377,10 +377,10 @@
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map: [ "enum.EmergencyLightVisualLayers.Base" ]
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- state: emergency_light_off
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map: [ "enum.EmergencyLightVisualLayers.LightOff" ]
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color: "#FF4020"
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color: "#7CFC00"
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- state: emergency_light_on
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map: [ "enum.EmergencyLightVisualLayers.LightOn" ]
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color: "#FF4020"
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color: "#7CFC00"
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shader: "unshaded"
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visible: false
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- type: Appearance
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