/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 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(atom/loc, no_update = FALSE) . = ..() verbs.Cut() SSlighting.lighting_overlays += src 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 if (no_update) return update_overlay() /atom/movable/lighting_overlay/Destroy(force = FALSE) if (!force) return QDEL_HINT_LETMELIVE // STOP DELETING ME L_PROF(loc, "overlay_destroy") SSlighting.lighting_overlays -= src SSlighting.overlay_queue -= src var/turf/T = loc if (istype(T)) T.lighting_overlay = null T.luminosity = 1 return ..() /atom/movable/lighting_overlay/proc/update_overlay() if (QDELING(src)) // This shouldn't happen. return var/turf/T = loc if (!istype(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 // To the future coder who sees this and thinks // "Why didn't he just use a loop?" // Well my man, it's because the loop performed like shit. // And there's no way to improve it because // without a loop you can make the list all at once which is the fastest you're gonna get. // Oh it's also shorter line wise. // Including with these comments. // See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are. // No I seriously cannot think of a more efficient method, fuck off Comic. var/datum/lighting_corner/cr = T.corners[3] || dummy_lighting_corner var/datum/lighting_corner/cg = T.corners[2] || dummy_lighting_corner var/datum/lighting_corner/cb = T.corners[4] || dummy_lighting_corner var/datum/lighting_corner/ca = T.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 // The RNG introduced by LIGHTING_USE_MEMORY_HACK makes this shortcut ineffective. #ifndef LIGHTING_USE_MEMORY_HACK 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 // Check for a common value first so we can skip expensive color matrixes if possible. var/all_equal = ((rr == gr && gr == br && br == ar) && (rg == gg && gg == bg && bg == ag) && (rb == gb && gb == bb && bb == ab)) if (!luminosity) icon_state = LIGHTING_DARKNESS_ICON_STATE color = null else if (all_equal && rr == LIGHTING_DEFAULT_TUBE_R && rg == LIGHTING_DEFAULT_TUBE_G && rb == LIGHTING_DEFAULT_TUBE_B) icon_state = LIGHTING_STATION_ICON_STATE color = null else icon_state = LIGHTING_BASE_ICON_STATE color = list( rr, rg, rb, 0, gr, gg, gb, 0, br, bg, bb, 0, ar, ag, ab, 0, 0, 0, 0, 1 ) #else color = list( cr.cache_r, cr.cache_g, cr.cache_b, 0, cg.cache_r, cg.cache_g, cg.cache_b, 0, cb.cache_r, cb.cache_g, cb.cache_b, 0, ca.cache_r, ca.cache_g, ca.cache_b, 0, 0, 0, 0, 1 ) #endif // 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/resetVariables(...) color = LIGHTING_BASE_MATRIX return ..("color") /atom/movable/lighting_overlay/shuttle_move(turf/loc) return