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https://github.com/Aurorastation/Aurora.3.git
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* tgui the beginning * binaries and the like * Bring in the last of it * Example radio UI * delete example * NTOS Main Menu, start on manifest, tgui states * tasks.json * gunnery ui pt 1 * okay * fix everything * scss update * oops * manifest gigablast * downloader part 1 * download prt 2 * NTOSDownloader final * mfw committing to_worlds * gunnery console pt2 * i cooked * targeting (finished) * one vueui down * voting ui almost done * MY MIND FEELS LIKE AN ARCH ENEMYYYY * voting ui down * photocopier * ntos config + download fixes * photocopier 2 * refactor define * NTOS client manager + fixes * fax machine final (it also uses toner now) * marching forwards... left behind... * ntnrc part 1 * canister * add quotes * portable pumps pt1 + more backgrounds * oops * finish the portable pump * freezers so I'll keep on pushing forward... you haven't seen the last of me... oooooooh... * doors ui pt1 * finish doors UI (forgive me wildkins it's a bit of shitcode) * vitals monitor, make things use labeled lists, new backgrounds * mais j'envoyé aucun mayday... * maglock pt1 * pour ça je me suis perdu... * infrared * fix that * prox sensor pt1 * prox sensor * signaler (this was actually pretty hard) * atmos control pt1 * atmos control pt1.1 * atmos pt 2 * fuel injector * multitool UI * jammer * list viewer * APC * portgen * targeting console updates + SMES ui * new themes, shield generator * supermatter * Add ore detector and (shitty) NTNet Relay * orderterminal pt1 * orderterminal pt2 * smartfridge * Add (air-)tank GUI update ore detector size * Adds Transfer Valves * Add AtmoScrubber * analyzer pt1 * weapons analyzer pt2 * bodyscanner pt1 * bodyscanner pt2 * fix this shitcode * seed storage * appearance changer * appearance changer final * sleeper pt1 * sleeper * gps * vehicles * chem dispenser * lily request * holopad * tgui modules pt1 * ppanel * damage menu * fixes * im here too now * follow menu, search bars * quikpay * quikpay fixes * circuit printer * ppanel * ppanel updates * pai * turret controls (i want to kill myself) * tweak * remove the boardgame * guntracker * implant tracker * penal mechs come close to me, come close to me * chem codex * pai radio * doorjack * pai directives * signaler removal, sensors * ghost spawner * spawnpoint * fixes * teleporter * one more to the chopping block * account database * remove divider * scanner, atmos * latejoin ui pt1 * latejoin * records pt1 * RECORDS UI DONE * delete interpreter & records * CHAT FUCKING CLIENT * data updates * fix some things * final UI, log * basic nanoui fix * antag panel * remove vueui * atm update * vending update * warrants, cameras * ntmonitor * time comes for all * preserve this legacy * bring that back (oops) * rcon, ui auto update for computer UIs, remove rcon computers * alarm monitoring (a bit broke and also todo: add custom alarm monitoring programs to a few consoles) * A LIKE SUPREME * a * power monitor * lights on * fuck this code, fuck nanoui modules, and fuck nanoui * LEAVE IT OH SO FAR BEHIND * fix alarm monitoring for synths * I SAW IN YOU WHAT LIFE WAS MISSING * comms console * idcard and record updates * turn the light on * arcade * pt2 * news browser * static * crusher * f * COULD I JUST SLEIGH THE GOLD FROM THE BALLS? I'M SO FRUSTRATED OH COULD YOU TELL? IF I HEAR ONE MORE VUEUI OR ONE NANOUI I'M GONNA LOSE IT SO LET ME GOOOOOOOOOOOOOOOOO * codeowners & suit sensors * html ui style removal * make lint happy * tgchat * tgpanels pt1 * THE SOUL LONGS FOR OBLIVION!!!!!!!!!!!!!!!!! * figure out why stat isnt working * goodbye ping * shhh * stat updates * An oath sworn in scors! Omni vortex lies! * final almost edits * fix that * last skin adjustments * resist and disorder * i slowly get up and turn off the noise, already fed up... * pleaseeeeeeeeeeeeeee * THE CREDIT LARP IS NECESSARY * i hold the keys * RISE UP * fix that? * harry's suggestions xoxo * runtime fix pt2 * You are the only thing that I still care about * fix runtimes and cl * whoops * misc fixes * fix that too * adds build workflow * f * Update update_tgui.yml * adds some needed steps * ATM * misc fixes and tweaks * fixes 2 * make newscasters usable and fix use power on freezers * turret control is clearer * remove duplicate * makes some verb tabs work properly * makes verbs work properly for real * sans moi * fixes pt2 * fix the chat unnecessarily reloading * fixes * epic * fixes * fix missing consoles --------- Co-authored-by: John Wildkins <john.wildkins@gmail.com> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> Co-authored-by: Werner <Arrow768@users.noreply.github.com> Co-authored-by: Geeves <ggrobler447@gmail.com> Co-authored-by: harryob <me@harryob.live>
155 lines
4.3 KiB
Plaintext
155 lines
4.3 KiB
Plaintext
/atom/movable/lighting_overlay
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name = ""
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anchored = TRUE
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icon = LIGHTING_ICON
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icon_state = LIGHTING_BASE_ICON_STATE
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color = LIGHTING_BASE_MATRIX
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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layer = LIGHTING_LAYER
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invisibility = INVISIBILITY_LIGHTING
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simulated = 0
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blend_mode = BLEND_MULTIPLY
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appearance_flags = NO_CLIENT_COLOR
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var/needs_update = FALSE
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#if WORLD_ICON_SIZE != 32
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transform = matrix(WORLD_ICON_SIZE / 32, 0, (WORLD_ICON_SIZE - 32) / 2, 0, WORLD_ICON_SIZE / 32, (WORLD_ICON_SIZE - 32) / 2)
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#endif
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/atom/movable/lighting_overlay/New()
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SSlighting.total_lighting_overlays++
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var/turf/T = loc // If this runtimes atleast we'll know what's creating overlays in things that aren't turfs.
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T.lighting_overlay = src
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T.luminosity = 0
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needs_update = TRUE
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SSlighting.overlay_queue += src
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/atom/movable/lighting_overlay/Destroy(force = FALSE)
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if (!force)
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return QDEL_HINT_LETMELIVE // STOP DELETING ME
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//L_PROF(loc, "overlay_destroy")
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SSlighting.total_lighting_overlays--
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var/turf/T = loc
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if (istype(T))
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T.lighting_overlay = null
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T.luminosity = 1
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return ..()
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// This is a macro PURELY so that the if below is actually readable.
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#define ALL_EQUAL ((rr == gr && gr == br && br == ar) && (rg == gg && gg == bg && bg == ag) && (rb == gb && gb == bb && bb == ab))
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/atom/movable/lighting_overlay/proc/update_overlay()
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var/turf/T = loc
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if (!isturf(T)) // Erm...
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if (loc)
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warning("A lighting overlay realised its loc was NOT a turf (actual loc: [loc], [loc.type]) in update_overlay() and got deleted!")
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else
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warning("A lighting overlay realised it was in nullspace in update_overlay() and got deleted!")
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qdel(src, TRUE)
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return
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// See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are.
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var/list/corners = T.corners
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var/datum/lighting_corner/cr = dummy_lighting_corner
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var/datum/lighting_corner/cg = dummy_lighting_corner
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var/datum/lighting_corner/cb = dummy_lighting_corner
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var/datum/lighting_corner/ca = dummy_lighting_corner
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if (corners)
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cr = corners[3] || dummy_lighting_corner
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cg = corners[2] || dummy_lighting_corner
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cb = corners[4] || dummy_lighting_corner
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ca = corners[1] || dummy_lighting_corner
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var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx)
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luminosity = max > LIGHTING_SOFT_THRESHOLD
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var/rr = cr.cache_r
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var/rg = cr.cache_g
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var/rb = cr.cache_b
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var/gr = cg.cache_r
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var/gg = cg.cache_g
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var/gb = cg.cache_b
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var/br = cb.cache_r
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var/bg = cb.cache_g
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var/bb = cb.cache_b
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var/ar = ca.cache_r
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var/ag = ca.cache_g
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var/ab = ca.cache_b
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if ((rr & gr & br & ar) && (rg + gg + bg + ag + rb + gb + bb + ab == 8))
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icon_state = LIGHTING_TRANSPARENT_ICON_STATE
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color = null
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else if (!luminosity)
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icon_state = LIGHTING_DARKNESS_ICON_STATE
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color = null
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else if (rr == LIGHTING_DEFAULT_TUBE_R && rg == LIGHTING_DEFAULT_TUBE_G && rb == LIGHTING_DEFAULT_TUBE_B && ALL_EQUAL)
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icon_state = LIGHTING_STATION_ICON_STATE
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color = null
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else
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icon_state = LIGHTING_BASE_ICON_STATE
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if (islist(color))
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var/list/c_list = color
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c_list[CL_MATRIX_RR] = rr
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c_list[CL_MATRIX_RG] = rg
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c_list[CL_MATRIX_RB] = rb
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c_list[CL_MATRIX_GR] = gr
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c_list[CL_MATRIX_GG] = gg
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c_list[CL_MATRIX_GB] = gb
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c_list[CL_MATRIX_BR] = br
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c_list[CL_MATRIX_BG] = bg
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c_list[CL_MATRIX_BB] = bb
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c_list[CL_MATRIX_AR] = ar
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c_list[CL_MATRIX_AG] = ag
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c_list[CL_MATRIX_AB] = ab
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color = c_list
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else
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color = list(
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rr, rg, rb, 0,
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gr, gg, gb, 0,
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br, bg, bb, 0,
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ar, ag, ab, 0,
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0, 0, 0, 1
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)
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#undef ALL_EQUAL
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// Variety of overrides so the overlays don't get affected by weird things.
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/atom/movable/lighting_overlay/ex_act(severity)
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return 0
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/atom/movable/lighting_overlay/singularity_act()
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return
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/atom/movable/lighting_overlay/singularity_pull()
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return
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/atom/movable/lighting_overlay/singuloCanEat()
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return FALSE
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/atom/movable/lighting_overlay/can_fall()
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return FALSE
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// Override here to prevent things accidentally moving around overlays.
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/atom/movable/lighting_overlay/forceMove(atom/destination, no_tp = FALSE, 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/shuttle_move(turf/loc)
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return
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/atom/movable/lighting_overlay/conveyor_act()
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return
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