mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Port current /tg/ lighting system
This commit is contained in:
@@ -57,9 +57,44 @@ Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_coun
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if(active_edges.len)
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var/list/edge_log = list()
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for(var/connection_edge/E in active_edges)
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var/a_temp = E.A.air.temperature
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var/a_moles = E.A.air.total_moles
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var/a_vol = E.A.air.volume
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var/a_gas = ""
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for(var/gas in E.A.air.gas)
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a_gas += "[gas]=[E.A.air.gas[gas]]"
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var/b_temp
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var/b_moles
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var/b_vol
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var/b_gas = ""
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// Two zones mixing
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if(istype(E, /connection_edge/zone))
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var/connection_edge/zone/Z = E
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b_temp = Z.B.air.temperature
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b_moles = Z.B.air.total_moles
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b_vol = Z.B.air.volume
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for(var/gas in Z.B.air.gas)
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b_gas += "[gas]=[Z.B.air.gas[gas]]"
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// Zone and unsimulated turfs mixing
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if(istype(E, /connection_edge/unsimulated))
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var/connection_edge/unsimulated/U = E
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b_temp = U.B.temperature
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b_moles = "Unsim"
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b_vol = "Unsim"
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for(var/gas in U.air.gas)
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b_gas += "[gas]=[U.air.gas[gas]]"
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edge_log += "Active Edge [E] ([E.type])"
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edge_log += "Edge side A: T:[a_temp], Mol:[a_moles], Vol:[a_vol], Gas:[a_gas]"
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edge_log += "Edge side B: T:[b_temp], Mol:[b_moles], Vol:[b_vol], Gas:[b_gas]"
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for(var/turf/T in E.connecting_turfs)
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edge_log += "+--- Connecting Turf [T] ([T.type]) @ [T.x], [T.y], [T.z] ([T.loc])"
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log_debug("Active Edges on ZAS Startup\n" + edge_log.Join("\n"))
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startup_active_edge_log = edge_log.Copy()
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@@ -124,7 +159,7 @@ Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_coun
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T.post_update_air_properties()
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T.needs_air_update = 0
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#ifdef ZASDBG
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T.overlays -= mark
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T.cut_overlay(mark)
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#endif
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if(MC_TICK_CHECK)
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return
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@@ -139,7 +174,7 @@ Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_coun
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T.post_update_air_properties()
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T.needs_air_update = 0
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#ifdef ZASDBG
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T.overlays -= mark
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T.cut_overlay(mark)
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#endif
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if(MC_TICK_CHECK)
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return
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@@ -1,171 +1,91 @@
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/*
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** Lighting Subsystem - Process the lighting! Do it!
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*/
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#define SSLIGHTING_STAGE_LIGHTS 1
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#define SSLIGHTING_STAGE_CORNERS 2
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#define SSLIGHTING_STAGE_OVERLAYS 3
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#define SSLIGHTING_STAGE_DONE 4
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// This subsystem's fire() method also gets called once during Master.Initialize().
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// During this fire we need to use CHECK_TICK to sleep and continue, but in all other fires we need to use MC_CHECK_TICK to pause and return.
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// This leads us to a rather annoying little tidbit of code that I have stuffed into this macro so I don't have to see it.
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#define DUAL_TICK_CHECK if (init_tick_checks) { CHECK_TICK; } else if (MC_TICK_CHECK) { return; }
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// Globals
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/var/lighting_overlays_initialised = FALSE
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/var/list/lighting_update_lights = list() // List of lighting sources queued for update.
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/var/list/lighting_update_corners = list() // List of lighting corners queued for update.
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/var/list/lighting_update_overlays = list() // List of lighting overlays queued for update.
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SUBSYSTEM_DEF(lighting)
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name = "Lighting"
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wait = 2 // Ticks, not deciseconds
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wait = 2
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init_order = INIT_ORDER_LIGHTING
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flags = SS_TICKER
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var/static/list/sources_queue = list() // List of lighting sources queued for update.
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var/static/list/corners_queue = list() // List of lighting corners queued for update.
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var/static/list/objects_queue = list() // List of lighting objects queued for update.
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var/list/currentrun = list()
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var/stage = null
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var/cost_lights = 0
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var/cost_corners = 0
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var/cost_overlays = 0
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/datum/controller/subsystem/lighting/Initialize(timeofday)
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if(!lighting_overlays_initialised)
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// TODO - TG initializes starlight here.
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create_all_lighting_overlays()
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lighting_overlays_initialised = TRUE
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// Pre-process lighting once before the round starts.
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internal_process_lights(FALSE, TRUE)
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internal_process_corners(FALSE, TRUE)
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internal_process_overlays(FALSE, TRUE)
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/datum/controller/subsystem/lighting/stat_entry(msg)
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msg = "L:[length(sources_queue)]|C:[length(corners_queue)]|O:[length(objects_queue)]"
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return ..()
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/datum/controller/subsystem/lighting/fire(resumed = FALSE)
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var/timer
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if(!resumed)
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// Santity checks to make sure we don't somehow have items left over from last cycle
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// Or somehow didn't finish all the steps from last cycle
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if(LAZYLEN(currentrun) || stage)
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log_and_message_admins("SSlighting: Was told to start a new run, but the previous run wasn't finished! currentrun.len=[currentrun.len], stage=[stage]")
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resumed = TRUE
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else
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stage = SSLIGHTING_STAGE_LIGHTS // Start with Step 1 of course
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if(stage == SSLIGHTING_STAGE_LIGHTS)
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timer = TICK_USAGE
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internal_process_lights(resumed)
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cost_lights = MC_AVERAGE(cost_lights, TICK_DELTA_TO_MS(TICK_USAGE - timer))
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if(state != SS_RUNNING)
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return
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resumed = 0
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stage = SSLIGHTING_STAGE_CORNERS
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/datum/controller/subsystem/lighting/Initialize(timeofday)
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if(!subsystem_initialized)
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if (config.starlight)
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for(var/area/A in world)
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if (A.dynamic_lighting == DYNAMIC_LIGHTING_IFSTARLIGHT)
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A.luminosity = 0
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if(stage == SSLIGHTING_STAGE_CORNERS)
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timer = TICK_USAGE
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internal_process_corners(resumed)
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cost_corners = MC_AVERAGE(cost_corners, TICK_DELTA_TO_MS(TICK_USAGE - timer))
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if(state != SS_RUNNING)
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return
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resumed = 0
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stage = SSLIGHTING_STAGE_OVERLAYS
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subsystem_initialized = TRUE
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create_all_lighting_objects()
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if(stage == SSLIGHTING_STAGE_OVERLAYS)
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timer = TICK_USAGE
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internal_process_overlays(resumed)
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cost_overlays = MC_AVERAGE(cost_overlays, TICK_DELTA_TO_MS(TICK_USAGE - timer))
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if(state != SS_RUNNING)
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return
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resumed = 0
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stage = SSLIGHTING_STAGE_DONE
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fire(FALSE, TRUE)
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// Okay, we're done! Woo! Got thru a whole air_master cycle!
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if(LAZYLEN(currentrun) || stage != SSLIGHTING_STAGE_DONE)
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log_and_message_admins("SSlighting: Was not able to complete a full lighting cycle despite reaching the end of fire(). This shouldn't happen.")
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else
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currentrun = null
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stage = null
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return ..()
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/datum/controller/subsystem/lighting/proc/internal_process_lights(resumed = FALSE, init_tick_checks = FALSE)
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if (!resumed)
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// We swap out the lists so any additions to the global list during a pause don't make things wierd.
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src.currentrun = global.lighting_update_lights
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global.lighting_update_lights = list()
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/datum/controller/subsystem/lighting/fire(resumed, init_tick_checks)
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MC_SPLIT_TICK_INIT(3)
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if(!init_tick_checks)
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MC_SPLIT_TICK
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var/list/queue = sources_queue
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var/i = 0
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for (i in 1 to length(queue))
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var/datum/light_source/L = queue[i]
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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while(currentrun.len)
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var/datum/light_source/L = currentrun[currentrun.len]
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currentrun.len--
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L.update_corners()
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if(!L) continue
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if(L.check() || L.destroyed || L.force_update)
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L.remove_lum()
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if(!L.destroyed)
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L.apply_lum()
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L.needs_update = LIGHTING_NO_UPDATE
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else if(L.vis_update) //We smartly update only tiles that became (in) visible to use.
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L.smart_vis_update()
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if(init_tick_checks)
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CHECK_TICK
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else if (MC_TICK_CHECK)
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break
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if (i)
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queue.Cut(1, i+1)
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i = 0
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L.vis_update = FALSE
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L.force_update = FALSE
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L.needs_update = FALSE
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if(!init_tick_checks)
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MC_SPLIT_TICK
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DUAL_TICK_CHECK
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queue = corners_queue
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for (i in 1 to length(queue))
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var/datum/lighting_corner/C = queue[i]
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/datum/controller/subsystem/lighting/proc/internal_process_corners(resumed = FALSE, init_tick_checks = FALSE)
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if (!resumed)
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// We swap out the lists so any additions to the global list during a pause don't make things wierd.
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src.currentrun = global.lighting_update_corners
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global.lighting_update_corners = list()
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C.needs_update = FALSE //update_objects() can call qdel if the corner is storing no data
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C.update_objects()
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if(init_tick_checks)
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CHECK_TICK
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else if (MC_TICK_CHECK)
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break
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if (i)
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queue.Cut(1, i+1)
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i = 0
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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while(currentrun.len)
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var/datum/lighting_corner/C = currentrun[currentrun.len]
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currentrun.len--
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if(!C) continue
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C.update_overlays()
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C.needs_update = FALSE
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if(!init_tick_checks)
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MC_SPLIT_TICK
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DUAL_TICK_CHECK
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queue = objects_queue
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for (i in 1 to length(queue))
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var/datum/lighting_object/O = queue[i]
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/datum/controller/subsystem/lighting/proc/internal_process_overlays(resumed = FALSE, init_tick_checks = FALSE)
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if (!resumed)
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// We swap out the lists so any additions to the global list during a pause don't make things wierd.
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src.currentrun = global.lighting_update_overlays
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global.lighting_update_overlays = list()
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if (QDELETED(O))
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continue
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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while(currentrun.len)
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var/atom/movable/lighting_overlay/O = currentrun[currentrun.len]
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currentrun.len--
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if(!O) continue
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O.update_overlay()
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O.update()
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O.needs_update = FALSE
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if(init_tick_checks)
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CHECK_TICK
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else if (MC_TICK_CHECK)
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break
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if (i)
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queue.Cut(1, i+1)
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DUAL_TICK_CHECK
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/datum/controller/subsystem/lighting/stat_entry(msg_prefix)
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var/list/msg = list(msg_prefix)
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msg += "T:{"
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msg += "S [total_lighting_sources] | "
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msg += "C [total_lighting_corners] | "
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msg += "O [total_lighting_overlays]"
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msg += "}"
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msg += "C:{"
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msg += "S [round(cost_lights, 1)] | "
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msg += "C [round(cost_corners, 1)] | "
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msg += "O [round(cost_overlays, 1)]"
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msg += "}"
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..(msg.Join())
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#undef DUAL_TICK_CHECK
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#undef SSLIGHTING_STAGE_LIGHTS
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#undef SSLIGHTING_STAGE_CORNERS
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#undef SSLIGHTING_STAGE_OVERLAYS
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#undef SSLIGHTING_STAGE_STATS
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/datum/controller/subsystem/lighting/Recover()
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subsystem_initialized = SSlighting.subsystem_initialized
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..()
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@@ -224,6 +224,32 @@ var/global/image/appearance_bro = new() // Temporarily super-global because of B
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else if(cut_old)
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cut_overlays()
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/**
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* Returns a list of overlays that the target atom has
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*
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* @param priority If true, returns priority overlays as well
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* @param special If true, returns special overlays like emissives and em_blockers
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*/
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/proc/get_overlays(atom/other, priority, special)
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var/list/including = list()
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if(!other)
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return including
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for(var/image/I as anything in other.our_overlays)
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if(!special && I.plane > 0)
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continue
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including += I
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if(!priority)
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return including
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for(var/image/I as anything in other.priority_overlays)
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if(!special && I.plane > 0)
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continue
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including += I
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return including
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#undef NOT_QUEUED_ALREADY
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#undef QUEUE_FOR_COMPILE
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@@ -44,9 +44,8 @@ SUBSYSTEM_DEF(planets)
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P.planet_walls += T
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else if(istype(T, /turf/simulated) && T.outdoors)
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P.planet_floors += T
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T.vis_contents |= P.weather_holder.visuals
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T.vis_contents |= P.weather_holder.special_visuals
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P.weather_holder.apply_to_turf(T)
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P.sun_holder.apply_to_turf(T)
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/datum/controller/subsystem/planets/proc/removeTurf(var/turf/T,var/is_edge)
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if(z_to_planet.len >= T.z)
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@@ -57,8 +56,8 @@ SUBSYSTEM_DEF(planets)
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P.planet_walls -= T
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else
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P.planet_floors -= T
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T.vis_contents -= P.weather_holder.visuals
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T.vis_contents -= P.weather_holder.special_visuals
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P.weather_holder.remove_from_turf(T)
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P.sun_holder.remove_from_turf(T)
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/datum/controller/subsystem/planets/fire(resumed = 0)
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@@ -72,7 +71,8 @@ SUBSYSTEM_DEF(planets)
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updateSunlight(P)
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if(MC_TICK_CHECK)
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return
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#ifndef UNIT_TEST // Don't be updating temperatures and such during unit tests
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var/list/needs_temp_update = src.needs_temp_update
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while(needs_temp_update.len)
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var/datum/planet/P = needs_temp_update[needs_temp_update.len]
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@@ -80,6 +80,7 @@ SUBSYSTEM_DEF(planets)
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updateTemp(P)
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if(MC_TICK_CHECK)
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return
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#endif
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var/list/currentrun = src.currentrun
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while(currentrun.len)
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@@ -102,39 +103,11 @@ SUBSYSTEM_DEF(planets)
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return
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/datum/controller/subsystem/planets/proc/updateSunlight(var/datum/planet/P)
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// Remove old value from corners
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var/list/sunlit_corners = P.sunlit_corners
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var/old_lum_r = -P.sun["lum_r"]
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var/old_lum_g = -P.sun["lum_g"]
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var/old_lum_b = -P.sun["lum_b"]
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if(old_lum_r || old_lum_g || old_lum_b)
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for(var/C in sunlit_corners)
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var/datum/lighting_corner/LC = C
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LC.update_lumcount(old_lum_r, old_lum_g, old_lum_b)
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CHECK_TICK
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sunlit_corners.Cut()
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// Calculate new values to apply
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var/new_brightness = P.sun["brightness"]
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P.sun_holder.update_brightness(new_brightness)
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var/new_color = P.sun["color"]
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var/lum_r = new_brightness * GetRedPart (new_color) / 255
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var/lum_g = new_brightness * GetGreenPart(new_color) / 255
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var/lum_b = new_brightness * GetBluePart (new_color) / 255
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var/static/update_gen = -1 // Used to prevent double-processing corners. Otherwise would happen when looping over adjacent turfs.
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for(var/turf/simulated/T as anything in P.planet_floors)
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if(!T.lighting_corners_initialised)
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T.generate_missing_corners()
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for(var/C in T.get_corners())
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var/datum/lighting_corner/LC = C
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if(LC.update_gen != update_gen && LC.active)
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sunlit_corners += LC
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LC.update_gen = update_gen
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LC.update_lumcount(lum_r, lum_g, lum_b)
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CHECK_TICK
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update_gen--
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P.sun["lum_r"] = lum_r
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P.sun["lum_g"] = lum_g
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P.sun["lum_b"] = lum_b
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P.sun_holder.update_color(new_color)
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||||
/datum/controller/subsystem/planets/proc/updateTemp(var/datum/planet/P)
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//Set new temperatures
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||||
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||||
@@ -37,7 +37,8 @@ SUBSYSTEM_DEF(skybox)
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||||
im.alpha = 128 //80
|
||||
im.blend_mode = BLEND_ADD
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||||
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||||
MA.overlays = list(im)
|
||||
MA.cut_overlays()
|
||||
MA.add_overlay(im)
|
||||
|
||||
dust_cache["[i]"] = MA
|
||||
|
||||
@@ -48,7 +49,8 @@ SUBSYSTEM_DEF(skybox)
|
||||
var/image/im = image('icons/turf/space_dust_transit.dmi', "speedspace_ns_[i]")
|
||||
im.plane = DUST_PLANE
|
||||
im.blend_mode = BLEND_ADD
|
||||
MA.overlays = list(im)
|
||||
MA.cut_overlays()
|
||||
MA.add_overlay(im)
|
||||
speedspace_cache["NS_[i]"] = MA
|
||||
// EAST/WEST
|
||||
MA = new(normal_space)
|
||||
@@ -56,7 +58,8 @@ SUBSYSTEM_DEF(skybox)
|
||||
im.plane = DUST_PLANE
|
||||
im.blend_mode = BLEND_ADD
|
||||
|
||||
MA.overlays = list(im)
|
||||
MA.cut_overlays()
|
||||
MA.add_overlay(im)
|
||||
|
||||
speedspace_cache["EW_[i]"] = MA
|
||||
|
||||
|
||||
77
code/controllers/subsystems/vis_overlays.dm
Normal file
77
code/controllers/subsystems/vis_overlays.dm
Normal file
@@ -0,0 +1,77 @@
|
||||
SUBSYSTEM_DEF(vis_overlays)
|
||||
name = "Vis contents overlays"
|
||||
wait = 1 MINUTES
|
||||
priority = FIRE_PRIORITY_VIS
|
||||
init_order = INIT_ORDER_VIS
|
||||
|
||||
var/list/vis_overlay_cache
|
||||
var/list/currentrun
|
||||
|
||||
/datum/controller/subsystem/vis_overlays/Initialize()
|
||||
vis_overlay_cache = list()
|
||||
return ..()
|
||||
|
||||
/datum/controller/subsystem/vis_overlays/fire(resumed = FALSE)
|
||||
if(!resumed)
|
||||
currentrun = vis_overlay_cache.Copy()
|
||||
var/list/current_run = currentrun
|
||||
|
||||
while(current_run.len)
|
||||
var/key = current_run[current_run.len]
|
||||
var/obj/effect/overlay/vis/overlay = current_run[key]
|
||||
current_run.len--
|
||||
if(!overlay.unused && !length(overlay.vis_locs))
|
||||
overlay.unused = world.time
|
||||
else if(overlay.unused && overlay.unused + overlay.cache_expiration < world.time)
|
||||
vis_overlay_cache -= key
|
||||
qdel(overlay)
|
||||
if(MC_TICK_CHECK)
|
||||
return
|
||||
|
||||
//the "thing" var can be anything with vis_contents which includes images - in the future someone should totally allow vis overlays to be passed in as an arg instead of all this bullshit
|
||||
/datum/controller/subsystem/vis_overlays/proc/add_vis_overlay(atom/movable/thing, icon, iconstate, layer, plane, dir, alpha = 255, add_appearance_flags = NONE, unique = FALSE)
|
||||
var/obj/effect/overlay/vis/overlay
|
||||
if(!unique)
|
||||
. = "[icon]|[iconstate]|[layer]|[plane]|[dir]|[alpha]|[add_appearance_flags]"
|
||||
overlay = vis_overlay_cache[.]
|
||||
if(!overlay)
|
||||
overlay = _create_new_vis_overlay(icon, iconstate, layer, plane, dir, alpha, add_appearance_flags)
|
||||
vis_overlay_cache[.] = overlay
|
||||
else
|
||||
overlay.unused = 0
|
||||
else
|
||||
overlay = _create_new_vis_overlay(icon, iconstate, layer, plane, dir, alpha, add_appearance_flags)
|
||||
overlay.cache_expiration = -1
|
||||
var/cache_id = "\ref[overlay]@{[world.time]}"
|
||||
vis_overlay_cache[cache_id] = overlay
|
||||
. = overlay
|
||||
thing.vis_contents += overlay
|
||||
|
||||
if(!isatom(thing))
|
||||
return overlay
|
||||
|
||||
if(!thing.managed_vis_overlays)
|
||||
thing.managed_vis_overlays = list(overlay)
|
||||
else
|
||||
thing.managed_vis_overlays += overlay
|
||||
return overlay
|
||||
|
||||
/datum/controller/subsystem/vis_overlays/proc/_create_new_vis_overlay(icon, iconstate, layer, plane, dir, alpha, add_appearance_flags)
|
||||
var/obj/effect/overlay/vis/overlay = new
|
||||
overlay.icon = icon
|
||||
overlay.icon_state = iconstate
|
||||
overlay.layer = layer
|
||||
overlay.plane = plane
|
||||
overlay.dir = dir
|
||||
overlay.alpha = alpha
|
||||
overlay.appearance_flags |= add_appearance_flags
|
||||
return overlay
|
||||
|
||||
|
||||
/datum/controller/subsystem/vis_overlays/proc/remove_vis_overlay(atom/movable/thing, list/overlays)
|
||||
thing.vis_contents -= overlays
|
||||
if(!isatom(thing))
|
||||
return
|
||||
thing.managed_vis_overlays -= overlays
|
||||
if(!length(thing.managed_vis_overlays))
|
||||
thing.managed_vis_overlays = null
|
||||
@@ -4,6 +4,7 @@
|
||||
// Clickable stat() button.
|
||||
/obj/effect/statclick
|
||||
name = "Initializing..."
|
||||
blocks_emissive = FALSE
|
||||
var/target
|
||||
|
||||
/obj/effect/statclick/New(loc, text, target) //Don't port this to Initialize it's too critical
|
||||
|
||||
Reference in New Issue
Block a user