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[MIRROR] Opacity refactor (#405)
* 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 * Opacity refactor Co-authored-by: Rohesie <rohesie@gmail.com>
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@@ -11,7 +11,7 @@
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olddens = parent_atom.density
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oldopac = parent_atom.opacity
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parent_atom.density = 0
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parent_atom.opacity = 0
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parent_atom.set_opacity(FALSE)
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if(isliving(parent_atom))
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var/mob/living/L = parent_atom
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L.add_movespeed_modifier(/datum/movespeed_modifier/shrink_ray)
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@@ -31,7 +31,7 @@
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var/atom/parent_atom = parent
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parent_atom.transform = parent_atom.transform.Scale(2,2)
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parent_atom.density = olddens
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parent_atom.opacity = oldopac
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parent_atom.set_opacity(oldopac)
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if(isliving(parent_atom))
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var/mob/living/L = parent_atom
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L.remove_movespeed_modifier(/datum/movespeed_modifier/shrink_ray)
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