All atoms changing opacity will recalculate visibility (#10352)

This commit is contained in:
Jiří Barouš
2020-10-26 08:30:54 +01:00
committed by GitHub
parent e0b07c1b9d
commit b14eed0efb
5 changed files with 15 additions and 21 deletions
@@ -1,20 +1,19 @@
//UPDATE TRIGGERS, when the chunk (and the surrounding chunks) should update.
// TURFS
/proc/updateVisibility(atom/A, var/opacity_check = TRUE)
if(SSticker)
for(var/datum/visualnet/VN in visual_nets)
VN.update_visibility(A, opacity_check)
/turf/drain_power()
return -1
/atom/Destroy()
if(opacity)
updateVisibility(src)
. = ..()
/atom/set_opacity()
. = ..()
if(.)
updateVisibility(src, FALSE)
/atom/movable/Move()
. = ..()
@@ -26,16 +25,6 @@
if(opacity && .)
updateVisibility(src)
// DOORS
// Simply updates the visibility of the area when it opens/closes/destroyed.
/obj/machinery/door/update_nearby_tiles(need_rebuild)
. = ..(need_rebuild)
// Glass door glass = 1
// don't check then?
if(!glass)
updateVisibility(src, FALSE)
/turf/ChangeTurf()
. = ..()
if(.)
+1 -1
View File
@@ -166,7 +166,7 @@
// If drain_check is set it will not actually drain power, just return a value.
// If surge is set, it will destroy/damage the recipient and not return any power.
// Not sure where to define this, so it can sit here for the rest of time.
/atom/proc/drain_power(var/drain_check,var/surge, var/amount = 0)
/atom/proc/drain_power(var/drain_check, var/surge, var/amount = 0)
return -1
// Show a message to all mobs and objects in earshot of this one