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Rename a heap of light and brightness symbols
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@@ -2347,16 +2347,57 @@
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mkshort(0x0101), \
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u1,
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#define set_lights_state(pad, operation, u1, u2, u3) \
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/**
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* Modifies the lighting of a room.
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*
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* The room is specified by the <roomorpad> argument. If less than 10000 then it
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* is interpreted as a room number. If it is 10000 or more then 10000 is
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* subtracted from it, it's interpreted as a pad number and the room that the
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* pad can be found in is used.
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*
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* <operation> is a LIGHTOP constant.
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* Unless noted otherwise, the <to> and <from> arguments are percentages of the
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* usual brightness. Less than 100 is darker and more than 100 is brighter.
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*
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* LIGHTOP_NONE:
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* Stops any of the below ongoing effects (setrandom, transition or sineloop).
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*
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* LIGHTOP_SET:
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* Set the room's brightness to <to>, without any transition.
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*
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* LIGHTOP_SETRANDOM:
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* Set the room's brightness randomly.
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* <duration60> is the interval between rolls of the dice.
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* <to> is the probability (range 0-100) of it using normal brightness on any
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* given interval. Otherwise the <from> brightness is used.
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* For example, with to=80, from=50 and duration60=120, then every 2 seconds
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* there will be an 80% chance of changing to normal brightness and a 20% chance
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* of changing to 50% brightness.
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*
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* LIGHTOP_TRANSITION:
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* Transition from <from> to <to> over <duration60> ticks.
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* Due to a bug, the timer starts at 75% completion.
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*
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* LIGHTOP_SINELOOP:
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* Repeatedly adjust lighting between <from> and <to> in a sine pattern,
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* taking <duration60> ticks to complete a loop cycle.
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*
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* LIGHTOP_TURNON:
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* Turn the room's lights on (eg. using a light switch).
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*
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* LIGHTOP_TURNOFF:
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* Turn the room's lights off (eg. using a light switch).
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*/
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#define set_lights_state(roomorpad, operation, to, from, duration60) \
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mkshort(0x0102), \
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mkshort(pad), \
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mkshort(roomorpad), \
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operation, \
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u1, \
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u2, \
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u3, \
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0x00, \
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0x00, \
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0x00,
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to, \
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from, \
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duration60, \
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0, \
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0, \
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0,
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/**
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* Checks if the current chr's proppreset is blocking line of sight from the chr
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