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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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@@ -3,7 +3,7 @@
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name = "FORCEWALL"
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icon_state = "m_shield"
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anchored = TRUE
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opacity = 0
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opacity = FALSE
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density = TRUE
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CanAtmosPass = ATMOS_PASS_DENSITY
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var/timeleft = 300 //Set to 0 for permanent forcefields (ugh)
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