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Fixes lighting updates from opaque objects changing state (ie doors)
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@@ -222,13 +222,14 @@
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var/oldlum = source_turf.luminosity
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var/oldlum = source_turf.luminosity
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source_turf.luminosity = CEILING(light_range, 1)
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source_turf.luminosity = CEILING(light_range, 1)
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for(T in view(CEILING(light_range, 1), source_turf))
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for(T in view(CEILING(light_range, 1), source_turf))
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if((!IS_DYNAMIC_LIGHTING(T) && !T.light_sources) || T.has_opaque_atom)
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if((!IS_DYNAMIC_LIGHTING(T) && !T.light_sources))
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continue
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continue
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if (!T.lighting_corners_initialised)
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if(!T.has_opaque_atom)
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T.generate_missing_corners()
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if (!T.lighting_corners_initialised)
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for (thing in T.corners)
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T.generate_missing_corners()
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C = thing
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for (thing in T.corners)
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corners[C] = 0
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C = thing
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corners[C] = 0
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turfs += T
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turfs += T
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source_turf.luminosity = oldlum
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source_turf.luminosity = oldlum
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