/atom/movable/lighting_overlay name = "" anchored = TRUE icon = LIGHTING_ICON icon_state = LIGHTING_BASE_ICON_STATE color = LIGHTING_BASE_MATRIX mouse_opacity = 0 layer = LIGHTING_LAYER invisibility = INVISIBILITY_LIGHTING simulated = 0 blend_mode = BLEND_MULTIPLY appearance_flags = NO_CLIENT_COLOR var/needs_update = FALSE #if WORLD_ICON_SIZE != 32 transform = matrix(WORLD_ICON_SIZE / 32, 0, (WORLD_ICON_SIZE - 32) / 2, 0, WORLD_ICON_SIZE / 32, (WORLD_ICON_SIZE - 32) / 2) #endif /atom/movable/lighting_overlay/New() SSlighting.total_lighting_overlays++ var/turf/T = loc // If this runtimes atleast we'll know what's creating overlays in things that aren't turfs. T.lighting_overlay = src T.luminosity = 0 needs_update = TRUE SSlighting.overlay_queue += src /atom/movable/lighting_overlay/Destroy(force = FALSE) if (!force) return QDEL_HINT_LETMELIVE // STOP DELETING ME //L_PROF(loc, "overlay_destroy") SSlighting.total_lighting_overlays-- var/turf/T = loc if (istype(T)) T.lighting_overlay = null T.luminosity = 1 return ..() // This is a macro PURELY so that the if below is actually readable. #define ALL_EQUAL ((rr == gr && gr == br && br == ar) && (rg == gg && gg == bg && bg == ag) && (rb == gb && gb == bb && bb == ab)) /atom/movable/lighting_overlay/proc/update_overlay() var/turf/T = loc if (!isturf(T)) // Erm... if (loc) warning("A lighting overlay realised its loc was NOT a turf (actual loc: [loc], [loc.type]) in update_overlay() and got deleted!") else warning("A lighting overlay realised it was in nullspace in update_overlay() and got deleted!") qdel(src, TRUE) return // See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are. var/list/corners = T.corners var/datum/lighting_corner/cr = dummy_lighting_corner var/datum/lighting_corner/cg = dummy_lighting_corner var/datum/lighting_corner/cb = dummy_lighting_corner var/datum/lighting_corner/ca = dummy_lighting_corner if (corners) cr = corners[3] || dummy_lighting_corner cg = corners[2] || dummy_lighting_corner cb = corners[4] || dummy_lighting_corner ca = corners[1] || dummy_lighting_corner var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx) luminosity = max > LIGHTING_SOFT_THRESHOLD var/rr = cr.cache_r var/rg = cr.cache_g var/rb = cr.cache_b var/gr = cg.cache_r var/gg = cg.cache_g var/gb = cg.cache_b var/br = cb.cache_r var/bg = cb.cache_g var/bb = cb.cache_b var/ar = ca.cache_r var/ag = ca.cache_g var/ab = ca.cache_b if ((rr & gr & br & ar) && (rg + gg + bg + ag + rb + gb + bb + ab == 8)) icon_state = LIGHTING_TRANSPARENT_ICON_STATE color = null else if (!luminosity) icon_state = LIGHTING_DARKNESS_ICON_STATE color = null else if (rr == LIGHTING_DEFAULT_TUBE_R && rg == LIGHTING_DEFAULT_TUBE_G && rb == LIGHTING_DEFAULT_TUBE_B && ALL_EQUAL) icon_state = LIGHTING_STATION_ICON_STATE color = null else icon_state = LIGHTING_BASE_ICON_STATE if (islist(color)) var/list/c_list = color c_list[CL_MATRIX_RR] = rr c_list[CL_MATRIX_RG] = rg c_list[CL_MATRIX_RB] = rb c_list[CL_MATRIX_GR] = gr c_list[CL_MATRIX_GG] = gg c_list[CL_MATRIX_GB] = gb c_list[CL_MATRIX_BR] = br c_list[CL_MATRIX_BG] = bg c_list[CL_MATRIX_BB] = bb c_list[CL_MATRIX_AR] = ar c_list[CL_MATRIX_AG] = ag c_list[CL_MATRIX_AB] = ab color = c_list else color = list( rr, rg, rb, 0, gr, gg, gb, 0, br, bg, bb, 0, ar, ag, ab, 0, 0, 0, 0, 1 ) // If we're on an openturf, update the shadower object too. if (T.above) var/turf/simulated/open/OT = T.above if (OT.shadower) OT.shadower.copy_lighting(src) else OT.update_icon() #undef ALL_EQUAL // Variety of overrides so the overlays don't get affected by weird things. /atom/movable/lighting_overlay/ex_act(severity) return 0 /atom/movable/lighting_overlay/singularity_act() return /atom/movable/lighting_overlay/singularity_pull() return /atom/movable/lighting_overlay/singuloCanEat() return FALSE /atom/movable/lighting_overlay/can_fall() return FALSE // Override here to prevent things accidentally moving around overlays. /atom/movable/lighting_overlay/forceMove(atom/destination, no_tp = FALSE, harderforce = FALSE) if(harderforce) //L_PROF(loc, "overlay_forcemove") . = ..() /atom/movable/lighting_overlay/shuttle_move(turf/loc) return /atom/movable/lighting_overlay/conveyor_act() return