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Miscellaneous Tweaks (#1720)
changes: Refactored footstep sounds to use less operations & only calculate for human-types. Improved the logging detail of the lighting profiler. Fixed some shuttle corners that weren't correctly working with parallax space. Converted get_turf() into a compiler macro. Solars are now dynamically lit. Silenced warning from lighting overlays pooling themselves when updated on a space tile. Fixed a bug where securing a girder was instant when it was supposed to have a delay.
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@@ -32,6 +32,7 @@
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update_overlay()
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/atom/movable/lighting_overlay/Destroy()
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L_PROF(loc, "overlay_destroy")
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global.all_lighting_overlays -= src
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global.lighting_update_overlays -= src
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lighting_process.curr_overlays -= src
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@@ -55,8 +56,9 @@
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returnToPool(src)
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return
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if (T.is_space())
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warning("A lighting overlay realised it was attached to a space tile and got pooled!")
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if (istype(T, /turf/space))
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// I mean, this happens often and doesn't do any harm. Might as well silence the warning.
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//warning("A lighting overlay realised it was attached to a space tile and got pooled!")
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returnToPool(src)
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return
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@@ -103,6 +105,7 @@
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// Override here to prevent things accidentally moving around overlays.
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/atom/movable/lighting_overlay/forceMove(atom/destination, var/no_tp=FALSE, var/harderforce = FALSE)
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if(harderforce)
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L_PROF(loc, "overlay_forcemove")
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. = ..()
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/atom/movable/lighting_overlay/resetVariables(...)
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