Files
94d92803b4 Replaces our lighting system with CM's. (#21465)
Depends on #21458.

Ports https://github.com/cmss13-devs/cmss13/pull/4229, with the original
authors as:

- https://github.com/tgstation/TerraGov-Marine-Corps/pull/1964 for the
lighting controller (A-lexa)
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/4747 and
https://github.com/tgstation/TerraGov-Marine-Corps/pull/7263 for the
lighting (TiviPlus)
- https://github.com/tgstation/tgstation/pull/54520 for the dir lighting
component
- https://github.com/tgstation/tgstation/pull/75018 for the out of
bounds fix in lighting
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/6678 for the
emissives (TiviPlus)

The main driving reason behind this is that current lighting consumes
way too much processing power, especially for things like odysseys/away
sites where a billion light sources are processing/moving at once and
the game slows down to a crawl. Hopefully this improves the situation by
a good margin, but we will need some testmerging to confirm that.
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/1059ba2b-c0c5-495a-9c76-2d75d0c42bf2"
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9704b0f6-4cf6-4dfd-a6cb-5702ad07d677"
/>


- [x] Resolve todos
- [x] Look into open space fuckery (border objects)

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: JohnWildkins <john.wildkins@gmail.com>
2025-11-04 21:27:42 +00:00

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/datum/technomancer/spell/flame_tongue
name = "Flame Tongue"
desc = "Creates a miniaturized flamethrower in your hand. Acts as a welder and lights enemies on fire on contact."
cost = 50
obj_path = /obj/item/spell/flame_tongue
ability_icon_state = "tech_flametongue"
category = OFFENSIVE_SPELLS
/obj/item/spell/flame_tongue
name = "flame tongue"
icon_state = "flame_tongue"
desc = "Burn!"
cast_methods = CAST_MELEE
aspect = ASPECT_FIRE
var/obj/item/weldingtool/spell/welder = null
/obj/item/spell/flame_tongue/Initialize()
. = ..()
set_light_range_power_color(6, 5, "#FF6A00")
set_light_on(TRUE)
visible_message(SPAN_WARNING("\The [loc]'s hand begins to emit a flame."))
welder = new /obj/item/weldingtool/spell(src)
welder.setWelding(1)
/obj/item/spell/flame_tongue/Destroy()
QDEL_NULL(welder)
return ..()
/obj/item/weldingtool/spell
name = "flame"
produces_flash = FALSE
/obj/item/weldingtool/spell/process()
return
//Needed to make the spell welder have infinite fuel. Don't worry, it uses energy instead.
/obj/item/weldingtool/spell/use(var/amount = 1, var/mob/M = null, var/colourChange = TRUE)
return TRUE
/obj/item/spell/flame_tongue/on_melee_cast(atom/hit_atom, mob/living/user, def_zone)
. = ..()
if(isliving(hit_atom) && user.a_intent != I_HELP)
var/mob/living/L = hit_atom
if(pay_energy(1000))
visible_message(SPAN_DANGER("\The [user] reaches out towards \the [L] with the flaming hand, and they ignite!"))
to_chat(L, SPAN_DANGER("You ignite!"))
L.fire_act()
log_and_message_admins("has ignited [L] with [src].")
adjust_instability(12)
else
//This is needed in order for the welder to work, and works similarly to grippers.
welder.loc = user
var/resolved = hit_atom.attackby(welder, user)
if(!resolved && welder && ismob(hit_atom))
if(pay_energy(500))
welder.attack(hit_atom, user, def_zone)
adjust_instability(4)
if(welder && user && (welder.loc == user))
welder.loc = src
else
welder = null
qdel(src)
return