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Merge pull request #24762 from Cyberboss/IWillMurderTheNextPersonToDefineNew
Fixes lighting runtimes
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@@ -49,17 +49,6 @@
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else
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light = new/datum/light_source(src, .)
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// Incase any lighting vars are on in the typepath we turn the light on in New().
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/atom/New()
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. = ..()
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if (light_power && light_range)
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update_light()
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if (opacity && isturf(loc))
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var/turf/T = loc
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T.has_opaque_atom = TRUE // No need to recalculate it in this case, it's guaranteed to be on afterwards anyways.
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// Destroy our light source so we GC correctly.
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/atom/Destroy()
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if (light)
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@@ -16,7 +16,7 @@
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var/needs_update = FALSE
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/atom/movable/lighting_overlay/New(var/atom/loc, var/no_update = FALSE)
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/atom/movable/lighting_overlay/Initialize(mapload, var/no_update = FALSE)
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. = ..()
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verbs.Cut()
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global.all_lighting_overlays += src
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@@ -43,9 +43,7 @@
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T.lighting_overlay = null
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T.luminosity = 1
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..()
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return QDEL_HINT_QUEUE
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return ..()
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else
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return QDEL_HINT_LETMELIVE
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@@ -9,12 +9,6 @@
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var/tmp/list/datum/lighting_corner/corners
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var/tmp/has_opaque_atom = FALSE // Not to be confused with opacity, this will be TRUE if there's any opaque atom on the tile.
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/turf/New()
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. = ..()
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if (opacity)
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has_opaque_atom = TRUE
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// Causes any affecting light sources to be queued for a visibility update, for example a door got opened.
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/turf/proc/reconsider_lights()
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for (var/datum/light_source/L in affecting_lights)
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