/proc/create_all_lighting_overlays() for(var/zlevel = 1 to world.maxz) create_lighting_overlays_zlevel(zlevel) /proc/create_lighting_overlays_zlevel(var/zlevel) ASSERT(zlevel) for(var/turf/T in block(locate(1, 1, zlevel), locate(world.maxx, world.maxy, zlevel))) if(!T.dynamic_lighting) continue var/area/A = T.loc if(!A.dynamic_lighting) continue new /atom/movable/lighting_overlay(T, TRUE)