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[MIRROR] Builds logic that manages turfs contained inside an area [MDB IGNORE] (#17379)
* Builds logic that manages turfs contained inside an area * Mirror Conflict * Modular! Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Funce <funce.973@gmail.com> Co-authored-by: tastyfish <crazychris32@gmail.com>
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@@ -49,7 +49,7 @@
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/area/proc/remove_base_lighting()
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var/list/z_offsets = SSmapping.z_level_to_plane_offset
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for(var/turf/T in src)
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for(var/turf/T as anything in get_contained_turfs())
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if(z_offsets[T.z])
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T.cut_overlay(lighting_effects[z_offsets[T.z] + 1])
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cut_overlay(lighting_effects[1])
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@@ -69,7 +69,7 @@
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lighting_effects += lighting_effect
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add_overlay(lighting_effects[1])
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var/list/z_offsets = SSmapping.z_level_to_plane_offset
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for(var/turf/T in src)
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for(var/turf/T as anything in get_contained_turfs())
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T.luminosity = 1
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// This outside loop is EXTREMELY hot because it's run by space tiles. Don't want no part in that
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// We will only add overlays to turfs not on the first z layer, because that's a significantly lesser portion
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@@ -1,11 +1,10 @@
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/proc/create_all_lighting_objects()
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for(var/area/A in world)
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for(var/area/A as anything in GLOB.areas)
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if(!A.static_lighting)
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continue
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// I hate this so much dude. why do areas not track their turfs lummyyyyyyy
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for(var/turf/T in A)
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for(var/turf/T as anything in A.get_contained_turfs())
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if(T.always_lit)
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continue
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new/datum/lighting_object(T)
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