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* Opacity refactor (#52881) Moves all opacity var manipulation to a proc which sends a signal. light_blocker element for movable opaque atoms made, which tracks its movement and updates the affected turfs for proper lighting updates. has_opaque_atom boolean replaced by the opacity_sources lazylist to keep track of the sources, and a directional_opacity which serves a similar function but also allows for future expansion with on-border opaque objects (not yet implemented). Some opacity-related sight procs optimized as a result of this. Some variables moved to the object's definition. A define or two added into the mix for clarity. Some code cleaning, like turning booleans into their defines. One file renamed for clarity. Changelog cl balance: Mechs no longer block sight. It's a non-trivial cost for the lighting system with little to no gain. /cl * Opacity refactor Co-authored-by: Rohesie <rohesie@gmail.com>
38 lines
906 B
Plaintext
38 lines
906 B
Plaintext
/obj/effect/bump_teleporter
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name = "bump-teleporter"
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "x2"
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var/id = null //id of this bump_teleporter.
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var/id_target = null //id of bump_teleporter which this moves you to.
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invisibility = INVISIBILITY_ABSTRACT //nope, can't see this
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anchored = TRUE
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density = TRUE
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opacity = FALSE
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var/static/list/AllTeleporters
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/obj/effect/bump_teleporter/Initialize()
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. = ..()
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LAZYADD(AllTeleporters, src)
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/obj/effect/bump_teleporter/Destroy()
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LAZYREMOVE(AllTeleporters, src)
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return ..()
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/obj/effect/bump_teleporter/singularity_act()
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return
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/obj/effect/bump_teleporter/singularity_pull()
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return
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/obj/effect/bump_teleporter/Bumped(atom/movable/AM)
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if(!ismob(AM))
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return
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if(!id_target)
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return
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for(var/obj/effect/bump_teleporter/BT in AllTeleporters)
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if(BT.id == src.id_target)
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AM.forceMove(BT.loc) //Teleport to location with correct id.
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