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Fixed lights stopping emitting light in some situations (#84299)
## About The Pull Request closes #77789 edt: also closes #82600 Light sources stop emitting light if the tile in which the light source itself is located and all 4 adjacent tile block the light. This usually happens when a smoke grenade is thrown, or something went wrong in the chemistry again <details> <summary>Videos</summary> As it was before https://github.com/tgstation/tgstation/assets/112967882/44ff556b-d09f-4024-945e-c2c105f511a9 Now https://github.com/tgstation/tgstation/assets/112967882/9f9f8f43-47a9-47be-8499-99bab39fc166 </details> ## Why It's Good For The Game You wont need to switch the lights twice to make them work after someone threw smoke grenades into the hallways anymore ## Changelog 🆑 fix: Fixed lights stopping emitting light in some situations /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
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@@ -40,3 +40,6 @@
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#define COMSIG_TURF_RESET_ELEVATION "turf_reset_elevation"
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#define ELEVATION_CURRENT_PIXEL_SHIFT 1
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#define ELEVATION_MAX_PIXEL_SHIFT 2
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///Called when turf no longer blocks light from passing through
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#define COMSIG_TURF_NO_LONGER_BLOCK_LIGHT "turf_no_longer_block_light"
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@@ -96,6 +96,7 @@
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//yes, we register the signal to the top atom too, this is intentional and ensures contained lighting updates properly
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if(ismovable(new_atom_host))
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RegisterSignal(new_atom_host, COMSIG_MOVABLE_MOVED, PROC_REF(update_host_lights))
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RegisterSignal(new_atom_host, COMSIG_TURF_NO_LONGER_BLOCK_LIGHT, PROC_REF(force_update))
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return TRUE
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///remove this light source from old_atom_host's light_sources list, unsetting movement registrations
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@@ -106,6 +107,7 @@
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LAZYREMOVE(old_atom_host.light_sources, src)
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if(ismovable(old_atom_host))
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UnregisterSignal(old_atom_host, COMSIG_MOVABLE_MOVED)
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UnregisterSignal(old_atom_host, COMSIG_TURF_NO_LONGER_BLOCK_LIGHT)
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return TRUE
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// Yes this doesn't align correctly on anything other than 4 width tabs.
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@@ -88,6 +88,9 @@
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else //If fulltile and opaque, then the whole tile blocks view, no need to continue checking.
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directional_opacity = ALL_CARDINALS
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break
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else
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for(var/atom/movable/content as anything in contents)
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SEND_SIGNAL(content, COMSIG_TURF_NO_LONGER_BLOCK_LIGHT)
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if(. != directional_opacity && (. == ALL_CARDINALS || directional_opacity == ALL_CARDINALS))
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reconsider_lights() //The lighting system only cares whether the tile is fully concealed from all directions or not.
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