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removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
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@@ -33,11 +33,11 @@
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. = ..()
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save_master(new_turf, turn(diagonal, 180))
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var/vertical = diagonal & ~(diagonal - 1) // The horizontal directions (4 and 8) are bigger than the vertical ones (1 and 2), so we can reliably say the lsb is the horizontal direction.
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var/vertical = diagonal & ~(diagonal - 1) // The horizontal directions (4 and 8) are bigger than the vertical ones (1 and 2), so we can reliably say the lsb is the horizontal direction.
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var/horizontal = diagonal & ~vertical // Now that we know the horizontal one we can get the vertical one.
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x = new_turf.x + (horizontal == EAST ? 0.5 : -0.5)
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y = new_turf.y + (vertical == NORTH ? 0.5 : -0.5)
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y = new_turf.y + (vertical == NORTH ? 0.5 : -0.5)
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// My initial plan was to make this loop through a list of all the dirs (horizontal, vertical, diagonal).
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// Issue being that the only way I could think of doing it was very messy, slow and honestly overengineered.
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@@ -113,13 +113,13 @@
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else if (largest_color_luminosity < LIGHTING_SOFT_THRESHOLD)
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. = 0 // 0 means soft lighting.
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cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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#else
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cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE)
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cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE)
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cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE)
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cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE)
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cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE)
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cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE)
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#endif
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src.largest_color_luminosity = round(largest_color_luminosity, LIGHTING_ROUND_VALUE)
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@@ -81,7 +81,7 @@
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if (needs_update == LIGHTING_NO_UPDATE) \
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SSlighting.sources_queue += src; \
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if (needs_update < level) \
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needs_update = level; \
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needs_update = level; \
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// This proc will cause the light source to update the top atom, and add itself to the update queue.
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