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Bubberstation/code/modules/lighting/lighting_area.dm
SkyratBot 3d8e5c3f81 [MIRROR] Fixes base lighting appearance inheritance (corner shadows bug see pics inside) [MDB IGNORE] (#8774)
* Fix base lighting appearance inheritance (#62042)

* Fixes base lighting appearance inheritance (corner shadows bug see pics inside)

Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
2021-10-13 11:07:24 +01:00

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/area
luminosity = 1
///The mutable appearance we underlay to show light
var/mutable_appearance/lighting_effect = null
///Whether this area has a currently active base lighting, bool
var/area_has_base_lighting = FALSE
///alpha 0-255 of lighting_effect and thus baselighting intensity
var/base_lighting_alpha = 0
///The colour of the light acting on this area
var/base_lighting_color = COLOR_WHITE
/area/proc/set_base_lighting(new_base_lighting_color = -1, new_alpha = -1)
if(base_lighting_alpha == new_alpha && base_lighting_color == new_base_lighting_color)
return FALSE
if(new_alpha != -1)
base_lighting_alpha = new_alpha
if(new_base_lighting_color != -1)
base_lighting_color = new_base_lighting_color
update_base_lighting()
return TRUE
/area/vv_edit_var(var_name, var_value)
switch(var_name)
if("base_lighting_color")
set_base_lighting(new_base_lighting_color = var_value)
return TRUE
if("base_lighting_alpha")
set_base_lighting(new_alpha = var_value)
return TRUE
if("static_lighting")
if(!static_lighting)
create_area_lighting_objects()
else
remove_area_lighting_objects()
return ..()
/area/proc/update_base_lighting()
if(!area_has_base_lighting && (!base_lighting_alpha || !base_lighting_color))
return
if(!area_has_base_lighting)
add_base_lighting()
return
remove_base_lighting()
if(base_lighting_alpha && base_lighting_color)
add_base_lighting()
/area/proc/remove_base_lighting()
for(var/turf/T in src)
T.cut_overlay(lighting_effect)
QDEL_NULL(lighting_effect)
area_has_base_lighting = FALSE
/area/proc/add_base_lighting()
lighting_effect = mutable_appearance('icons/effects/alphacolors.dmi', "white")
lighting_effect.plane = LIGHTING_PLANE
lighting_effect.layer = LIGHTING_PRIMARY_LAYER
lighting_effect.blend_mode = BLEND_ADD
lighting_effect.alpha = base_lighting_alpha
lighting_effect.color = base_lighting_color
lighting_effect.appearance_flags = RESET_TRANSFORM | RESET_ALPHA | RESET_COLOR
for(var/turf/T in src)
T.add_overlay(lighting_effect)
T.luminosity = 1
area_has_base_lighting = TRUE