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Aurora.3/code/modules/effects/sparks/_spark_docs.dm
Lohikar f544fe43b1 Processor-driven effects system & Minor Lighting Performance Tweaks (#1697)
Adds a new process-based effects system with the goal of reducing insane lag from sparks.
Currently only supports sparks, but should be easily extendable to other types of effects.
Also fixes a bug with airlocks where the light from bolts wasn't updating.

Refactors bears slightly to reduce duplicated code & pointless spark object creation and destruction.
Lighting profiler will now log /turf locations & names correctly.
Doors will no longer trigger way more visibility checks than they need to.
2017-02-04 03:34:13 +02:00

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/*
/proc/spark(var/turf/loc, var/amount = 1, var/spread_dirs = cardinal)
Creates a spark system that is destroyed once the animation completes.
loc: The location this effect should be created at.
amount: How many spark-tiles should be created.
spread_dirs: The directions the sparks should spread in. 'cardinal' if not specified.
/proc/bind_spark(var/atom/movable/loc, var/amount = 1, var/spread_dirs = cardinal)
Creates a spark system that can be stored in a variable and reused multiple times with queue().
loc: The atom to bind this effect to.
amount: How many spark-tiles should be created.
spread_dirs: The directions the sparks should spread in. 'cardinal' if not specified.
/proc/single_spark(var/turf/loc)
Creates a single tile of sparks.
loc: The location the spark should be created at.
*/