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Opacity refactor (#52881)
Moves all opacity var manipulation to a proc which sends a signal.
light_blocker element for movable opaque atoms made, which tracks its movement and updates the affected turfs for proper lighting updates.
has_opaque_atom boolean replaced by the opacity_sources lazylist to keep track of the sources, and a directional_opacity which serves a similar function but also allows for future expansion with on-border opaque objects (not yet implemented).
Some opacity-related sight procs optimized as a result of this.
Some variables moved to the object's definition.
A define or two added into the mix for clarity.
Some code cleaning, like turning booleans into their defines.
One file renamed for clarity.
Changelog
cl
balance: Mechs no longer block sight. It's a non-trivial cost for the lighting system with little to no gain.
/cl
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@@ -97,7 +97,7 @@ GLOBAL_LIST_INIT(spells, typesof(/obj/effect/proc_holder/spell)) //needed for th
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anchored = TRUE // Crap like fireball projectiles are proc_holders, this is needed so fireballs don't get blown back into your face via atmos etc.
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pass_flags = PASSTABLE
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density = FALSE
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opacity = 0
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opacity = FALSE
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var/school = "evocation" //not relevant at now, but may be important later if there are changes to how spells work. the ones I used for now will probably be changed... maybe spell presets? lacking flexibility but with some other benefit?
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