mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 23:52:12 +00:00
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
463 lines
13 KiB
Plaintext
463 lines
13 KiB
Plaintext
// This is where the fun begins.
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// These are the main datums that emit light.
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/datum/light_source
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var/atom/top_atom // The atom we're emitting light from (for example a mob if we're from a flashlight that's being held).
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var/atom/source_atom // The atom that we belong to.
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var/turf/source_turf // The turf under the above.
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var/light_power // Intensity of the emitter light.
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var/light_range // The range of the emitted light.
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var/light_color // The colour of the light, string, decomposed by parse_light_color()
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var/light_uv // The intensity of UV light, between 0 and 255.
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var/light_angle // The light's emission angle, in degrees.
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// Variables for keeping track of the colour.
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var/lum_r
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var/lum_g
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var/lum_b
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var/lum_u
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// The lumcount values used to apply the light.
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var/tmp/applied_lum_r
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var/tmp/applied_lum_g
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var/tmp/applied_lum_b
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var/tmp/applied_lum_u
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// Variables used to keep track of the atom's angle.
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var/tmp/limit_a_x // The first test point's X coord for the cone.
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var/tmp/limit_a_y // The first test point's Y coord for the cone.
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var/tmp/limit_a_t // The first test point's angle.
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var/tmp/limit_b_x // The second test point's X coord for the cone.
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var/tmp/limit_b_y // The second test point's Y coord for the cone.
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var/tmp/limit_b_t // The second test point's angle.
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var/tmp/cached_origin_x // The last known X coord of the origin.
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var/tmp/cached_origin_y // The last known Y coord of the origin.
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var/tmp/old_direction // The last known direction of the origin.
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var/tmp/targ_sign
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var/tmp/test_x_offset
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var/tmp/test_y_offset
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var/list/datum/lighting_corner/effect_str // List used to store how much we're affecting corners.
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var/list/turf/affecting_turfs
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var/applied = FALSE // Whether we have applied our light yet or not.
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var/vis_update // Whether we should smartly recalculate visibility. and then only update tiles that became (in)visible to us.
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var/needs_update // Whether we are queued for an update.
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var/destroyed // Whether we are destroyed and need to stop emitting light.
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var/force_update
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/datum/light_source/New(var/atom/owner, var/atom/top)
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source_atom = owner // Set our new owner.
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if (!source_atom.light_sources)
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source_atom.light_sources = list()
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source_atom.light_sources += src // Add us to the lights of our owner.
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top_atom = top
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if (top_atom != source_atom)
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if (!top.light_sources)
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top.light_sources = list()
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top_atom.light_sources += src
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source_turf = top_atom
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light_power = source_atom.light_power
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light_range = source_atom.light_range
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light_color = source_atom.light_color
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light_uv = source_atom.uv_intensity
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light_angle = source_atom.light_wedge
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parse_light_color()
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effect_str = list()
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affecting_turfs = list()
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update()
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L_PROF(source_atom, "source_new")
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return ..()
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// Kill ourselves.
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/datum/light_source/Destroy(force)
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L_PROF(source_atom, "source_destroy")
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force_update()
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if (source_atom && source_atom.light_sources)
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source_atom.light_sources -= src
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if (top_atom && top_atom.light_sources)
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top_atom.light_sources -= src
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. = ..()
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if (!force)
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return QDEL_HINT_IWILLGC
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// Process the light RIGHT NOW.
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#define DO_UPDATE \
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if (QDELETED(src) || check() || force_update) { \
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remove_lum(TRUE); \
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if (!QDELETED(src)) { \
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apply_lum(TRUE); \
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} \
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} \
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else if (vis_update) { \
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smart_vis_update(TRUE); \
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} \
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vis_update = FALSE; \
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force_update = FALSE; \
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needs_update = FALSE;
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// Queue an update.
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#define QUEUE_UPDATE \
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if (!needs_update) \
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{ \
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SSlighting.light_queue += src; \
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needs_update = TRUE; \
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}
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// Picks either scheduled or instant updates based on current server load.
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#define INTELLIGENT_UPDATE \
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if (world.tick_usage > SSlighting.instant_tick_limit || SSlighting.force_queued) { \
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QUEUE_UPDATE; \
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} \
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else { \
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DO_UPDATE; \
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}
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// This proc will cause the light source to update the top atom, and add itself to the update queue.
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/datum/light_source/proc/update(var/atom/new_top_atom)
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// This top atom is different.
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if (new_top_atom && new_top_atom != top_atom)
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if(top_atom != source_atom) // Remove ourselves from the light sources of that top atom.
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top_atom.light_sources -= src
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top_atom = new_top_atom
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if (top_atom != source_atom)
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if(!top_atom.light_sources)
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top_atom.light_sources = list()
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top_atom.light_sources += src // Add ourselves to the light sources of our new top atom.
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L_PROF(source_atom, "source_update")
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INTELLIGENT_UPDATE
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// Will force an update without checking if it's actually needed.
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/datum/light_source/proc/force_update()
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L_PROF(source_atom, "source_forceupdate")
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force_update = 1
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INTELLIGENT_UPDATE
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// Will cause the light source to recalculate turfs that were removed or added to visibility only.
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/datum/light_source/proc/vis_update()
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L_PROF(source_atom, "source_visupdate")
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vis_update = 1
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INTELLIGENT_UPDATE
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// Will check if we actually need to update, and update any variables that may need to be updated.
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/datum/light_source/proc/check()
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if (!source_atom || !light_range || !light_power)
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qdel(src)
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return 1
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if (!top_atom)
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top_atom = source_atom
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. = 1
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if (istype(top_atom, /turf))
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if (source_turf != top_atom)
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source_turf = top_atom
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. = 1
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else if (top_atom.loc != source_turf)
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source_turf = top_atom.loc
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. = 1
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if (source_atom.light_power != light_power)
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light_power = source_atom.light_power
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. = 1
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if (source_atom.light_range != light_range)
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light_range = source_atom.light_range
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. = 1
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if (light_range && light_power && !applied)
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. = 1
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if (source_atom.light_color != light_color)
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light_color = source_atom.light_color
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parse_light_color()
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. = 1
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if (top_atom.dir != old_direction && light_angle)
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. = 1
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if (source_atom.light_wedge != light_angle)
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light_angle = source_atom.light_wedge
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. = 1
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// Decompile the hexadecimal colour into lumcounts of each perspective.
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/datum/light_source/proc/parse_light_color()
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if (light_color)
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lum_r = GetRedPart (light_color) / 255
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lum_g = GetGreenPart (light_color) / 255
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lum_b = GetBluePart (light_color) / 255
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else
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lum_r = 1
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lum_g = 1
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lum_b = 1
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if (light_uv)
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lum_u = light_uv / 255
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else
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lum_u = 0
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// Macro that applies light to a new corner.
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// It is a macro in the interest of speed, yet not having to copy paste it.
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// If you're wondering what's with the backslashes, the backslashes cause BYOND to not automatically end the line.
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// As such this all gets counted as a single line.
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// The braces and semicolons are there to be able to do this on a single line.
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#define APPLY_CORNER_XY(C,now,Tx,Ty) \
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. = LUM_FALLOFF_XY(C.x, C.y, Tx, Ty); \
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\
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. *= light_power; \
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\
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effect_str[C] = .; \
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\
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C.update_lumcount \
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( \
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. * applied_lum_r, \
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. * applied_lum_g, \
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. * applied_lum_b, \
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. * applied_lum_u, \
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now \
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);
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#define APPLY_CORNER(C,now) APPLY_CORNER_XY(C,now,source_turf.x,source_turf.y)
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// I don't need to explain what this does, do I?
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#define REMOVE_CORNER(C,now) \
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. = -effect_str[C]; \
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C.update_lumcount \
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( \
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. * applied_lum_r, \
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. * applied_lum_g, \
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. * applied_lum_b, \
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. * applied_lum_u, \
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now \
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);
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#define POLAR_TO_CART_X(R,T) ((R) * cos(T))
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#define POLAR_TO_CART_Y(R,T) ((R) * sin(T))
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#define PSEUDO_WEDGE(A_X,A_Y,B_X,B_Y) ((A_X)*(B_Y) - (A_Y)*(B_X))
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#define MINMAX(NUM) ((NUM) < 0 ? -round(-(NUM)) : round(NUM))
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/datum/light_source/proc/update_angle()
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var/turf/T = get_turf(top_atom)
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// Don't do anything if nothing is different, trig ain't free.
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if (T.x == cached_origin_x && T.y == cached_origin_y && old_direction == top_atom.dir)
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return
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var/do_offset = TRUE
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var/turf/front = get_step(T, top_atom.dir)
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if (front && front.has_opaque_atom)
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do_offset = FALSE
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cached_origin_x = T.x
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test_x_offset = cached_origin_x
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cached_origin_y = T.y
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test_y_offset = cached_origin_y
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if (istype(top_atom, /mob) && top_atom:facing_dir)
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old_direction = top_atom:facing_dir
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else
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old_direction = top_atom.dir
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var/angle = light_angle / 2
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switch (old_direction)
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if (NORTH)
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limit_a_t = angle + 90
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limit_b_t = -(angle) + 90
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if (do_offset)
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test_y_offset += 1
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if (SOUTH)
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limit_a_t = (angle) - 90
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limit_b_t = -(angle) - 90
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if (do_offset)
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test_y_offset -= 1
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if (EAST)
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limit_a_t = angle
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limit_b_t = -(angle)
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if (do_offset)
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test_x_offset += 1
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if (WEST)
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limit_a_t = angle + 180
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limit_b_t = -(angle) - 180
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if (do_offset)
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test_x_offset -= 1
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// Convert our angle + range into a vector.
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limit_a_x = POLAR_TO_CART_X(light_range + 10, limit_a_t)
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limit_a_x = MINMAX(limit_a_x)
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limit_a_y = POLAR_TO_CART_Y(light_range + 10, limit_a_t) // 10 is an arbitrary number, yes.
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limit_a_y = MINMAX(limit_a_y)
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limit_b_x = POLAR_TO_CART_X(light_range + 10, limit_b_t)
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limit_b_x = MINMAX(limit_b_x)
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limit_b_y = POLAR_TO_CART_Y(light_range + 10, limit_b_t)
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limit_b_y = MINMAX(limit_b_y)
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// This won't change unless the origin or dir changes, might as well do it here.
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targ_sign = PSEUDO_WEDGE(limit_a_x, limit_a_y, limit_b_x, limit_b_y) > 0
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// I know this is 2D, calling it a cone anyways. Fuck the system.
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// Returns true if the test point is NOT inside the cone.
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// Make sure update_angle() is called first if the light's loc or dir have changed.
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/datum/light_source/proc/check_light_cone(var/test_x, var/test_y)
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test_x -= test_x_offset
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test_y -= test_y_offset
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var/at = PSEUDO_WEDGE(limit_a_x, limit_a_y, test_x, test_y)
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var/tb = PSEUDO_WEDGE(test_x, test_y, limit_b_x, limit_b_y)
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// if the signs of both at and tb are NOT the same, the point is NOT within the cone.
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return (((at > 0) != targ_sign) || ((tb > 0) != targ_sign))
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#undef POLAR_TO_CART_X
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#undef POLAR_TO_CART_Y
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#undef PSEUDO_WEDGE
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#undef MINMAX
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// This is the define used to calculate falloff.
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#define LUM_FALLOFF(C, T) (1 - CLAMP01(sqrt((C.x - T.x) ** 2 + (C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
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#define LUM_FALLOFF_XY(Cx,Cy,Tx,Ty) (1 - CLAMP01(sqrt(((Cx) - (Tx)) ** 2 + ((Cy) - (Ty)) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
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/datum/light_source/proc/apply_lum(var/now = FALSE)
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var/static/update_gen = 1
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applied = 1
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if (!source_turf)
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return
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var/Tx
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var/Ty
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var/Sx = source_turf.x
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var/Sy = source_turf.y
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// Keep track of the last applied lum values so that the lighting can be reversed
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applied_lum_r = lum_r
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applied_lum_g = lum_g
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applied_lum_b = lum_b
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applied_lum_u = lum_u
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if (light_angle)
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update_angle()
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FOR_DVIEW(var/turf/T, light_range, source_turf, INVISIBILITY_LIGHTING)
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Tx = T.x
|
|
Ty = T.y
|
|
if (light_angle && check_light_cone(Tx, Ty))
|
|
continue
|
|
|
|
if (!T.lighting_corners_initialised)
|
|
T.generate_missing_corners()
|
|
|
|
for (var/datum/lighting_corner/C in T.get_corners())
|
|
if (C.update_gen == update_gen)
|
|
continue
|
|
|
|
C.update_gen = update_gen
|
|
C.affecting += src
|
|
|
|
if (!C.active)
|
|
effect_str[C] = 0
|
|
continue
|
|
|
|
APPLY_CORNER_XY(C, now, Sx, Sy)
|
|
|
|
if (!T.affecting_lights)
|
|
T.affecting_lights = list()
|
|
|
|
T.affecting_lights += src
|
|
affecting_turfs += T
|
|
|
|
update_gen++
|
|
|
|
/datum/light_source/proc/remove_lum(var/now = FALSE)
|
|
applied = FALSE
|
|
|
|
for (var/turf/T in affecting_turfs)
|
|
if (!T.affecting_lights)
|
|
T.affecting_lights = list()
|
|
else
|
|
T.affecting_lights -= src
|
|
|
|
affecting_turfs.Cut()
|
|
|
|
for (var/datum/lighting_corner/C in effect_str)
|
|
REMOVE_CORNER(C,now)
|
|
|
|
C.affecting -= src
|
|
|
|
effect_str.Cut()
|
|
|
|
/datum/light_source/proc/recalc_corner(var/datum/lighting_corner/C, var/now = FALSE)
|
|
if (effect_str.Find(C)) // Already have one.
|
|
REMOVE_CORNER(C,now)
|
|
|
|
APPLY_CORNER(C,now)
|
|
|
|
/datum/light_source/proc/smart_vis_update(var/now = FALSE)
|
|
L_PROF(source_atom, "source_smartvisupdate")
|
|
var/list/datum/lighting_corner/corners = list()
|
|
var/list/turf/turfs = list()
|
|
FOR_DVIEW(var/turf/T, light_range, source_turf, 0)
|
|
if (!T.lighting_corners_initialised)
|
|
T.generate_missing_corners()
|
|
if (light_angle && check_light_cone(T.x, T.y))
|
|
continue
|
|
|
|
corners |= T.get_corners()
|
|
turfs += T
|
|
|
|
var/list/L = turfs - affecting_turfs // New turfs, add us to the affecting lights of them.
|
|
affecting_turfs += L
|
|
for (var/turf/T in L)
|
|
if (!T.affecting_lights)
|
|
T.affecting_lights = list(src)
|
|
else
|
|
T.affecting_lights += src
|
|
|
|
L = affecting_turfs - turfs // Now-gone turfs, remove us from the affecting lights.
|
|
affecting_turfs -= L
|
|
for (var/turf/T in L)
|
|
if (QDELETED(T))
|
|
continue
|
|
T.affecting_lights -= src
|
|
|
|
for (var/datum/lighting_corner/C in corners - effect_str) // New corners
|
|
C.affecting += src
|
|
if (!C.active || check_light_cone(C.x, C.y))
|
|
effect_str[C] = 0
|
|
continue
|
|
|
|
APPLY_CORNER(C,now)
|
|
|
|
for (var/datum/lighting_corner/C in effect_str - corners) // Old, now gone, corners.
|
|
REMOVE_CORNER(C,now)
|
|
C.affecting -= src
|
|
effect_str -= C
|
|
|
|
#undef QUEUE_UPDATE
|
|
#undef DO_UPDATE
|
|
#undef INTELLIGENT_UPDATE
|
|
#undef LUM_FALLOFF
|
|
#undef LUM_FALLOFF_XY
|
|
#undef REMOVE_CORNER
|
|
#undef APPLY_CORNER
|
|
#undef APPLY_CORNER_XY
|