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Bubberstation/code/modules/lighting/static_lighting_area.dm
SkyratBot 9bf006d189 [MIRROR] Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) [MDB IGNORE] (#16472)
* 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>
2022-10-02 23:30:09 -04:00

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/// List of plane offset + 1 -> mutable appearance to use
/// Fills with offsets as they are generated
GLOBAL_LIST_INIT_TYPED(fullbright_overlays, /mutable_appearance, list(create_fullbright_overlay(0)))
/proc/create_fullbright_overlay(offset)
var/mutable_appearance/lighting_effect = mutable_appearance('icons/effects/alphacolors.dmi', "white")
SET_PLANE_W_SCALAR(lighting_effect, LIGHTING_PLANE, offset)
lighting_effect.layer = LIGHTING_PRIMARY_LAYER
lighting_effect.blend_mode = BLEND_ADD
return lighting_effect
/area
///Whether this area allows static lighting and thus loads the lighting objects
var/static_lighting = TRUE
//Non static lighting areas.
//Any lighting area that wont support static lights.
//These areas will NOT have corners generated.
///regenerates lighting objects for turfs in this area, primary use is VV changes
/area/proc/create_area_lighting_objects()
for(var/turf/T in src)
if(T.always_lit)
continue
T.lighting_build_overlay()
CHECK_TICK
///Removes lighting objects from turfs in this area if we have them, primary use is VV changes
/area/proc/remove_area_lighting_objects()
for(var/turf/T in src)
if(T.always_lit)
continue
T.lighting_clear_overlay()
CHECK_TICK