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* Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) * skyrat changes * bodyparts merge * unres door floorlight fix * Future upstream fix for blindness * upcoming upstream airlock fix * fix button emissive * Fix FOV markings? Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: tastyfish <crazychris32@gmail.com>
35 lines
1.2 KiB
Plaintext
35 lines
1.2 KiB
Plaintext
/// List of plane offset + 1 -> mutable appearance to use
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/// Fills with offsets as they are generated
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GLOBAL_LIST_INIT_TYPED(fullbright_overlays, /mutable_appearance, list(create_fullbright_overlay(0)))
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/proc/create_fullbright_overlay(offset)
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var/mutable_appearance/lighting_effect = mutable_appearance('icons/effects/alphacolors.dmi', "white")
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SET_PLANE_W_SCALAR(lighting_effect, LIGHTING_PLANE, offset)
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lighting_effect.layer = LIGHTING_PRIMARY_LAYER
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lighting_effect.blend_mode = BLEND_ADD
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return lighting_effect
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/area
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///Whether this area allows static lighting and thus loads the lighting objects
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var/static_lighting = TRUE
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//Non static lighting areas.
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//Any lighting area that wont support static lights.
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//These areas will NOT have corners generated.
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///regenerates lighting objects for turfs in this area, primary use is VV changes
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/area/proc/create_area_lighting_objects()
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for(var/turf/T in src)
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if(T.always_lit)
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continue
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T.lighting_build_overlay()
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CHECK_TICK
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///Removes lighting objects from turfs in this area if we have them, primary use is VV changes
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/area/proc/remove_area_lighting_objects()
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for(var/turf/T in src)
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if(T.always_lit)
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continue
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T.lighting_clear_overlay()
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CHECK_TICK
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