mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-29 03:21:30 +00:00
Adds an implementation of Europa's wall ambient occlusion, extended to operate on openturfs as well.
252 lines
7.2 KiB
Plaintext
252 lines
7.2 KiB
Plaintext
#define OPENTURF_MAX_PLANE -71
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#define OPENTURF_CAP_PLANE -70 // The multiplier goes here so it'll be on top of every other overlay.
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#define OPENTURF_MAX_DEPTH 10 // The maxiumum number of planes deep we'll go before we just dump everything on the same plane.
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#define SHADOWER_DARKENING_FACTOR 0.4 // The multiplication factor for openturf shadower darkness. Lighting will be multiplied by this.
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#define SHADOWER_LAYER 0
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/var/datum/controller/subsystem/openturf/SSopenturf
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/datum/controller/subsystem/openturf
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name = "Open Space"
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wait = 1
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init_order = SS_INIT_OPENTURF
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priority = SS_PRIORITY_OPENTURF
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flags = SS_FIRE_IN_LOBBY
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var/list/queued_turfs = list()
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var/list/qt_idex = 1
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var/list/queued_overlays = list()
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var/list/qo_idex = 1
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var/list/openspace_overlays = list()
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var/list/openspace_turfs = list()
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var/starlight_enabled = FALSE
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/datum/controller/subsystem/openturf/New()
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NEW_SS_GLOBAL(SSopenturf)
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/datum/controller/subsystem/openturf/proc/update_all()
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disable()
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for (var/thing in openspace_overlays)
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var/atom/movable/AM = thing
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var/turf/simulated/open/T = get_turf(AM)
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if (istype(T))
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T.update_icon()
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else
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qdel(AM)
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CHECK_TICK
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for (var/thing in openspace_turfs)
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var/turf/simulated/open/T = thing
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T.update_icon()
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enable()
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/datum/controller/subsystem/openturf/proc/hard_reset()
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disable()
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log_debug("SSopenturf: hard_reset() invoked.")
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var/num_deleted = 0
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for (var/thing in openspace_overlays)
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qdel(thing)
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num_deleted++
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CHECK_TICK
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log_debug("SSopenturf: deleted [num_deleted] overlays.")
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var/num_turfs = 0
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for (var/turf/simulated/open/T in turfs)
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T.update_icon()
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num_turfs++
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CHECK_TICK
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log_debug("SSopenturf: queued [num_turfs] openturfs for update. hard_reset() complete.")
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enable()
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/datum/controller/subsystem/openturf/stat_entry()
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..("Q:{T:[queued_turfs.len - (qt_idex - 1)]|O:[queued_overlays.len - (qo_idex - 1)]} T:{T:[openspace_turfs.len]|O:[openspace_overlays.len]}")
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/datum/controller/subsystem/openturf/Initialize(timeofday)
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starlight_enabled = config.starlight && config.openturf_starlight_permitted
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// Flush the queue.
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fire(FALSE, TRUE)
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if (starlight_enabled)
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var/t = REALTIMEOFDAY
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admin_notice("<span class='danger'>[src] setup completed in [(t - timeofday)/10] seconds!</span>", R_DEBUG)
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SSlighting.fire(FALSE, TRUE)
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admin_notice("<span class='danger'>Secondary [SSlighting] flush completed in [(REALTIMEOFDAY - t)/10] seconds!</span>", R_DEBUG)
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t = REALTIMEOFDAY
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fire(FALSE, TRUE) // Fire /again/ to flush updates caused by the above.
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admin_notice("<span class='danger'>Secondary [src] flush completed in [(REALTIMEOFDAY - t)/10] seconds!</span>", R_DEBUG)
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..()
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/datum/controller/subsystem/openturf/fire(resumed = FALSE, no_mc_tick = FALSE)
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if (!resumed)
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qt_idex = 1
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qo_idex = 1
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MC_SPLIT_TICK_INIT(2)
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if (!no_mc_tick)
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MC_SPLIT_TICK
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var/list/curr_turfs = queued_turfs
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var/list/curr_ov = queued_overlays
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while (qt_idex <= curr_turfs.len)
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var/turf/simulated/open/T = curr_turfs[qt_idex]
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curr_turfs[qt_idex] = null
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qt_idex++
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if (!istype(T) || !T.below)
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if (no_mc_tick)
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CHECK_TICK
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else if (MC_TICK_CHECK)
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break
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continue
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if (!T.shadower) // If we don't have our shadower yet, create it.
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T.shadower = new(T)
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// Figure out how many z-levels down we are.
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var/depth = 0
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var/turf/simulated/open/Td = T
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while (Td && isopenturf(Td.below))
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Td = Td.below
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depth++
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if (depth > OPENTURF_MAX_DEPTH)
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depth = OPENTURF_MAX_DEPTH
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// Update the openturf itself.
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T.appearance = T.below
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T.name = initial(T.name)
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T.desc = "Below seems to be \a [T.below]."
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T.opacity = FALSE
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T.queue_ao() // No need to recalculate ajacencies, shouldn't have changed.
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// Handle space parallax & starlight.
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if (T.is_above_space())
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T.plane = PLANE_SPACE_BACKGROUND
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if (starlight_enabled && !T.light_range)
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T.set_light(config.starlight, 0.5)
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else
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T.plane = OPENTURF_MAX_PLANE - depth
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if (starlight_enabled && T.light_range)
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T.set_light(0)
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// Add everything below us to the update queue.
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for (var/thing in T.below)
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var/atom/movable/object = thing
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if (QDELETED(object) || object.no_z_overlay || object.loc != T.below)
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// Don't queue deleted stuff or stuff that doesn't need an overlay.
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continue
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if (istype(object, /atom/movable/lighting_overlay)) // Special case.
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var/atom/movable/openspace/multiplier/shadower = T.shadower
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shadower.appearance = object
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shadower.plane = OPENTURF_CAP_PLANE
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shadower.layer = SHADOWER_LAYER
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shadower.invisibility = 0
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if (shadower.icon_state == LIGHTING_BASE_ICON_STATE)
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// We're using a color matrix, so just darken the colors.
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var/list/c_list = shadower.color
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c_list[CL_MATRIX_RR] *= SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_RG] *= SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_RB] *= SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_GR] *= SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_GG] *= SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_GB] *= SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_BR] *= SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_BG] *= SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_BB] *= SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_AR] *= SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_AG] *= SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_AB] *= SHADOWER_DARKENING_FACTOR
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shadower.color = c_list
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else
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shadower.color = list(
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SHADOWER_DARKENING_FACTOR, 0, 0,
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0, SHADOWER_DARKENING_FACTOR, 0,
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0, 0, SHADOWER_DARKENING_FACTOR
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)
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if (shadower.our_overlays || shadower.priority_overlays)
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shadower.compile_overlays()
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if (shadower.bound_overlay)
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shadower.update_above()
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else
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if (!object.bound_overlay) // Generate a new overlay if the atom doesn't already have one.
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object.bound_overlay = new(T)
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object.bound_overlay.associated_atom = object
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var/atom/movable/openspace/overlay/OO = object.bound_overlay
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// Cache our already-calculated depth so we don't need to re-calculate it a bunch of times.
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OO.depth = depth
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queued_overlays += OO
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T.updating = FALSE
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if (no_mc_tick)
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CHECK_TICK
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else if (MC_TICK_CHECK)
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break
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if (qt_idex > 1 && qt_idex <= curr_turfs.len)
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curr_turfs.Cut(1, qt_idex)
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qt_idex = 1
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if (!no_mc_tick)
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MC_SPLIT_TICK
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while (qo_idex <= curr_ov.len)
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var/atom/movable/openspace/overlay/OO = curr_ov[qo_idex]
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curr_ov[qo_idex] = null
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qo_idex++
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if (QDELETED(OO))
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if (no_mc_tick)
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CHECK_TICK
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else if (MC_TICK_CHECK)
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break
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continue
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if (QDELETED(OO.associated_atom)) // This shouldn't happen, but just in-case.
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qdel(OO)
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if (no_mc_tick)
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CHECK_TICK
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else if (MC_TICK_CHECK)
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break
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continue
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// Actually update the overlay.
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OO.dir = OO.associated_atom.dir
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OO.appearance = OO.associated_atom
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OO.plane = OPENTURF_MAX_PLANE - OO.depth
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OO.opacity = FALSE
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OO.queued = FALSE
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if (istype(OO.associated_atom, /atom/movable/openspace/multiplier) && OO.plane < OPENTURF_MAX_PLANE) // Special case for multipliers.
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OO.plane++
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if (OO.bound_overlay) // If we have a bound overlay, queue it too.
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OO.update_above()
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if (no_mc_tick)
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CHECK_TICK
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else if (MC_TICK_CHECK)
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break
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if (qo_idex > 1 && qo_idex <= curr_ov.len)
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curr_ov.Cut(1, qo_idex)
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qo_idex = 1
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