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https://github.com/Bubberstation/Bubberstation.git
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Global variable wrappers (#25325)
* Add the system for managed global variables * Travis ban old globals * So you CAN inline proccall, that's neat * Fix that * master.dm * Remove the hack procs * Move InitGlobals to the proper spot * configuration.dm * Fix the missing pre-slash * clockcult.dm * This is probably for the best * Doy * Fix shit * Rest of the DEFINES tree * Fix * Use global. for access * Update find_references_in_globals Always hated that proc Whoever made it must've bee a r e a l idiot... * __HELPERS tree * Move global initialization to master. Fix the declaration * database.dm * Dat newline * I said DECLARATIVE order! * Here's something you can chew on @Iamgoofball * game_modes.dm * Fix this * genetics.dm * flavor_misc.dm * More stuff * Do it mso's way. Keep the controllers as global * Make master actually see it * Fix * Finish _globalvars/lists * Finish the rest of the _globalvars tree * This is weird * Migrate the controllers * SLOTH -> GLOB * Lighting globals * round_start_time -> ticker * PAI card list -> pai SS * record_id_num -> static * Diseases list -> SSdisease * More disease globals to the SS * More disease stuff * Emote list * Better and better * Bluh * So much stuff * Ahh * Wires * dview * station_areas * Teleportlocs * blood_splatter_icons * Stuff and such * More stuff * RAD IO * More stuff and such * Blob shit * Changeling stuff * Add "Balance" to changelogs * Balance for changelog compiler + Auto Tagging * Update the PR template * hivemind_bank * Bip * sacrificed * Good shit * Better define * More cult shit * Devil shit * Gang shit * > borers Fix shit * Rename the define * Nuke * Objectives * Sandbox * Multiverse sword * Announce systems * Stuff and such * TC con * Airlock * doppllllerrrrrr * holopads * Shut up byond you inconsistent fuck * Sneaky fuck * Burp * Bip * Fixnshit * Port without regard * askdlfjs; * asdfjasoidojfi * Protected globals and more * SO MANY * ajsimkvahsaoisd * akfdsiaopwimfeoiwafaw * gsdfigjosidjfgiosdg * AHHHHHHHHHHHHHHHHHHHHHHH!!!!! * facerolll * ASDFASDFASDF * Removes the unused parts of dmm_suite * WIP * Fix quote * asdfjauwfnkjs * afwlunhskjfda * asfjlaiwuefhaf * SO CLOSE * wwwweeeeeewwwww * agdgmoewranwg * HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!? * Fix syntax errors * 100 errors * Another 100 * So many... * Ugh * More shit * kilme * Stuuuuuufffff * ajrgmrlshio;djfa;sdkl * jkbhkhjbmjvjmh * soi soi soi * butt * TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING * lllllllllllllllllllllllllllllllllllllllllll * afsdijfiawhnflnjhnwsdfs * yugykihlugk,kj * time to go * STUFFF!!! * AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!! * ngoaijdjlfkamsdlkf * Break time * aufjsdklfalsjfi * CONTROL KAY AND PRAY * IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! * Goteem * Fix testing mode * This does not belong in this PR * Convert it to a controller * Eh, fuck this option * Revert controllerization Ill do it some other time * Fix * Working controllerization * FOR THE LOVE OF CHRIST PROTECT THE LOGS * Protect admins and deadmins * Use the inbuilt proc
This commit is contained in:
committed by
duncathan salt
parent
e550f019b0
commit
9e1ef0ffe2
@@ -1,11 +1,9 @@
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/var/list/datum/lighting_corner/all_lighting_corners = list()
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/var/datum/lighting_corner/dummy/dummy_lighting_corner = new
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// Because we can control each corner of every lighting object.
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// And corners get shared between multiple turfs (unless you're on the corners of the map, then 1 corner doesn't).
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// For the record: these should never ever ever be deleted, even if the turf doesn't have dynamic lighting.
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// This list is what the code that assigns corners listens to, the order in this list is the order in which corners are added to the /turf/corners list.
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/var/list/LIGHTING_CORNER_DIAGONAL = list(NORTHEAST, SOUTHEAST, SOUTHWEST, NORTHWEST)
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GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST, NORTHWEST))
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/datum/lighting_corner
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var/list/turf/masters = list()
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@@ -32,8 +30,6 @@
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/datum/lighting_corner/New(var/turf/new_turf, var/diagonal)
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. = ..()
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all_lighting_corners += src
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masters[new_turf] = turn(diagonal, 180)
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z = new_turf.z
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@@ -56,7 +52,7 @@
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T.corners = list(null, null, null, null)
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masters[T] = diagonal
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i = LIGHTING_CORNER_DIAGONAL.Find(turn(diagonal, 180))
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i = GLOB.LIGHTING_CORNER_DIAGONAL.Find(turn(diagonal, 180))
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T.corners[i] = src
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// Now the horizontal one.
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@@ -66,7 +62,7 @@
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T.corners = list(null, null, null, null)
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masters[T] = ((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH) // Get the dir based on coordinates.
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i = LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180))
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i = GLOB.LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180))
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T.corners[i] = src
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// And finally the vertical one.
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@@ -76,7 +72,7 @@
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T.corners = list(null, null, null, null)
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masters[T] = ((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH) // Get the dir based on coordinates.
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i = LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180))
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i = GLOB.LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180))
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T.corners[i] = src
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update_active()
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@@ -98,7 +94,7 @@
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if (!needs_update)
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needs_update = TRUE
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lighting_update_corners += src
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GLOB.lighting_update_corners += src
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/datum/lighting_corner/proc/update_objects()
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// Cache these values a head of time so 4 individual lighting objects don't all calculate them individually.
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@@ -129,7 +125,7 @@
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if (T.lighting_object)
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if (!T.lighting_object.needs_update)
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T.lighting_object.needs_update = TRUE
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lighting_update_objects += T.lighting_object
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GLOB.lighting_update_objects += T.lighting_object
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/datum/lighting_corner/dummy/New()
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@@ -1,4 +1,4 @@
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/var/list/all_lighting_objects = list() // Global list of lighting objects.
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GLOBAL_LIST_EMPTY(all_lighting_objects) // Global list of lighting objects.
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/atom/movable/lighting_object
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name = ""
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@@ -19,7 +19,7 @@
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/atom/movable/lighting_object/Initialize(mapload, var/no_update = FALSE)
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. = ..()
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verbs.Cut()
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global.all_lighting_objects += src
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GLOB.all_lighting_objects += src
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var/turf/T = loc // If this runtimes atleast we'll know what's creating overlays in things that aren't turfs.
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T.lighting_object = src
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@@ -35,8 +35,8 @@
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/atom/movable/lighting_object/Destroy(var/force)
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if (force)
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global.all_lighting_objects -= src
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global.lighting_update_objects -= src
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GLOB.all_lighting_objects -= src
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GLOB.lighting_update_objects -= src
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var/turf/T = loc
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if (istype(T))
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@@ -68,6 +68,7 @@
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// Including with these comments.
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// See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are.
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var/static/datum/lighting_corner/dummy/dummy_lighting_corner = new
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var/datum/lighting_corner/cr = T.corners[3] || dummy_lighting_corner
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var/datum/lighting_corner/cg = T.corners[2] || dummy_lighting_corner
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var/datum/lighting_corner/cb = T.corners[4] || dummy_lighting_corner
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@@ -94,7 +95,7 @@
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#if LIGHTING_SOFT_THRESHOLD != 0
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var/set_luminosity = max > LIGHTING_SOFT_THRESHOLD
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#else
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// Because of floating points™?, it won't even be a flat 0.
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// Because of floating points�?, it won't even be a flat 0.
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// This number is mostly arbitrary.
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var/set_luminosity = max > 1e-6
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#endif
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@@ -81,7 +81,7 @@
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#define EFFECT_UPDATE \
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if (!needs_update) \
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{ \
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lighting_update_lights += src; \
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GLOB.lighting_update_lights += src; \
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needs_update = TRUE; \
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}
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@@ -127,11 +127,11 @@
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if (corners[i]) // Already have a corner on this direction.
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continue
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corners[i] = new/datum/lighting_corner(src, LIGHTING_CORNER_DIAGONAL[i])
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corners[i] = new/datum/lighting_corner(src, GLOB.LIGHTING_CORNER_DIAGONAL[i])
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/turf/ChangeTurf(path)
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if (!path || (!use_preloader && path == type) || !SSlighting.initialized)
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if (!path || (!GLOB.use_preloader && path == type) || !SSlighting.initialized)
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return ..()
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var/old_opacity = opacity
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