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* Fixes complex lights not handling moving well, renames lighting defines (#81423) ## About The Pull Request [Fixes static lights not moving](ffef43c05a) Worked fine when the owner moved, but if the owner was inside something else, it would try and trigger an update on the PARENT's lights, which are obviously not us. [Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they do](de73a63bd4) People keep trying to change the lighting system of lamps and it makes me mad. I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a better name for turf matrix lighting. Suggestions welcome ## Why It's Good For The Game Closes #80005 Hopefully improves understanding of lighting at a glance ## Changelog 🆑 fix: Fixes fancy lights not updating their source location when picked up and moved /🆑 * Oh well --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
43 lines
1.2 KiB
Plaintext
43 lines
1.2 KiB
Plaintext
/**
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* Basically, a fake object that emits light.
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*
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* Why is this used sometimes instead of giving atoms light values directly?
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* Because using these, you can have multiple light sources in a single object.
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*/
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/obj/effect/dummy/lighting_obj
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name = "lighting"
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desc = "Tell a coder if you're seeing this."
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icon_state = "nothing"
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light_system = OVERLAY_LIGHT
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light_range = MINIMUM_USEFUL_LIGHT_RANGE
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light_color = COLOR_WHITE
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blocks_emissive = EMISSIVE_BLOCK_NONE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/effect/dummy/lighting_obj/Initialize(mapload, range, power, color, duration)
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. = ..()
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if(!isnull(range))
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set_light_range(range)
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if(!isnull(power))
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set_light_power(power)
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if(!isnull(color))
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set_light_color(color)
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if(duration)
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QDEL_IN(src, duration)
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/obj/effect/dummy/lighting_obj/moblight
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name = "mob lighting"
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/obj/effect/dummy/lighting_obj/moblight/Initialize(mapload, range, power, color, duration)
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. = ..()
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if(!ismob(loc))
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return INITIALIZE_HINT_QDEL
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/obj/effect/dummy/lighting_obj/moblight/fire
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name = "mob fire lighting"
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light_color = LIGHT_COLOR_FIRE
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light_range = LIGHT_RANGE_FIRE
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/obj/effect/dummy/lighting_obj/moblight/species
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name = "species lighting"
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