Files
Aurora.3/code/game/objects/structures/light_pole.dm
T
Matt Atlas cca0dfe7b6 Ports /tg/ and CM planemasters to replace our renderers. (#21458)
Part one of our nefarious plans to destroy lag forever, and also
accomplish some cool shit.

This replaces our renderer system with plane masters, this will also be
used to turn skyboxes into backdrops and thus totally remove skybox
updating lag. Additionally, this will let us manipulate entire planes
very easily to do all sorts of zany shit. All credit goes to the
original coders, this is some seriously cool stuff.

Also fixes some bizarre smoothing behaviour, reduces updateoverlays
calls since now not every single structure in the game tries smoothing
with nothing.

<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9b7cecd7-3c47-448b-9dd8-9b904640bf82"
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/647d75a2-1bff-45ca-ab92-0aea10631afd"
/>

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-10-16 11:39:15 +00:00

155 lines
4.2 KiB
Plaintext

/obj/structure/light_pole
name = "light pole"
desc = "A tall light source."
icon = 'icons/effects/32x96.dmi'
icon_state = "rustlamp_l"
anchored = TRUE
density = TRUE
light_wedge = LIGHT_OMNI
light_color = LIGHT_COLOR_HALOGEN
light_range = 8
light_power = 8
/obj/structure/light_pole/r
icon_state = "rustlamp_r"
/obj/structure/light_pole/decayed
desc = "A tall light source. The bulb appears to be decayed."
light_color = LIGHT_COLOR_DECAYED
/obj/structure/light_pole/decayed/r
icon_state = "rustlamp_r"
/obj/structure/light_pole/konyang
name = "dangling lamp"
desc = "A flame-lit lamp dangling precariously from a tall pole."
icon = 'icons/obj/structure/urban/poles.dmi'
icon_state = "right_lamp"
layer = 9.1
anchored = TRUE
density = FALSE
light_color = "#FA644B"
light_wedge = LIGHT_OMNI
light_range = 6
light_power = 1
/obj/structure/light_pole/konyang/left
icon_state = "left_lamp"
/obj/structure/utility_pole
name = "tall pole"
desc = "A very tall utility pole for urban infrastructure."
icon = 'icons/obj/structure/urban/poles.dmi'
icon_state = "junction"
layer = 9
anchored = TRUE
/obj/structure/utility_pole/gwok
name = "Go Go Gwok street sign"
desc = "A very tall street sign which alerts you of a Go Go Gwok eating establishment, where you can eat establishments."
icon = 'icons/obj/structure/urban/konyang64x96.dmi'
icon_state = "nice_gwok"
/obj/structure/utility_pole/street
desc = "A tall light source. This one seems to be off."
icon = 'icons/obj/structure/urban/poles.dmi'
icon_state = "street"
/obj/effect/overlay/street_light
icon = 'icons/obj/structure/urban/poles.dmi'
icon_state = "street_light"
plane = ABOVE_LIGHTING_PLANE
/obj/effect/overlay/street_light/classic
icon_state = "classic_lamp_light"
density = 1
/obj/structure/utility_pole/street/on
desc = "A tall light source. This one shines brightly."
light_wedge = LIGHT_OMNI
light_color = "#e8ffeb"
light_range = 8
light_power = 1.9
/obj/structure/utility_pole/street/on/Initialize(mapload)
. = ..()
ClearOverlays()
AddOverlays(/obj/effect/overlay/street_light)
return
/obj/structure/utility_pole/street/classic
icon_state = "classic_lamp"
/obj/structure/utility_pole/street/classic/on
desc = "A tall light source. This one shines brightly."
light_wedge = LIGHT_OMNI
light_color = LIGHT_COLOR_TUNGSTEN
light_range = 8
light_power = 1.9
/obj/structure/utility_pole/street/classic/on/Initialize(mapload)
. = ..()
ClearOverlays()
AddOverlays(/obj/effect/overlay/street_light/classic)
return
/obj/effect/overlay/street_light/crosswalk
icon_state = "crosswalk_go"
/obj/structure/utility_pole/street/crosswalk
name = "crosswalk indicator"
desc = "A very tall crosswalk indicator which can be manually used to scan for danger, before letting the viewer know whether it's safe to cross the road or not."
icon_state = "crosswalk"
light_color = LIGHT_COLOR_GREEN
light_range = 3.1
light_power = 2.6
/obj/structure/utility_pole/street/crosswalk/Initialize(mapload)
. = ..()
ClearOverlays()
AddOverlays(/obj/effect/overlay/street_light/crosswalk)
return
/obj/effect/overlay/street_light/traffic
icon_state = "traffic_lights"
/obj/effect/overlay/street_light/traffic/inverted
icon_state = "traffic_lights_inverse"
/obj/structure/utility_pole/street/traffic
name = "traffic indicator"
desc = "A very tall crosswalk indicator which can be used to better run red lights."
icon_state = "traffic"
light_color = LIGHT_COLOR_HALOGEN
light_range = 3.1
light_power = 2.6
/obj/structure/utility_pole/street/traffic/base/Initialize(mapload)
. = ..()
ClearOverlays()
AddOverlays(/obj/effect/overlay/street_light/traffic)
return
/obj/structure/utility_pole/street/traffic/inverted/Initialize(mapload)
. = ..()
ClearOverlays()
AddOverlays(/obj/effect/overlay/street_light/traffic/inverted)
return
/obj/structure/utility_pole/power
name = "power pole"
desc = "A very tall utility pole for urban infrastructure. This one is a basis for power lines overhead."
icon_state = "power"
/obj/structure/utility_pole/power/central
icon_state = "central"
/obj/effect/overlay/overhead_line
name = "overhead utility line"
icon = 'icons/obj/structure/urban/poles.dmi'
icon_state = "line"
layer = 9.1
/obj/effect/overlay/overhead_line/end
icon_state = "line_end"