//UPDATE TRIGGERS, when the chunk (and the surrounding chunks) should update. // TURFS /proc/updateVisibility(atom/A, var/opacity_check = 1) if(ticker) for(var/datum/visualnet/VN in visual_nets) VN.updateVisibility(A, opacity_check) /turf var/list/image/obfuscations /turf/drain_power() return -1 /turf/simulated/Destroy() updateVisibility(src) if(zone) if(can_safely_remove_from_zone()) c_copy_air() zone.remove(src) else zone.rebuild() return ..() /turf/simulated/Initialize() . = ..() updateVisibility(src) // STRUCTURES /obj/structure/Destroy() updateVisibility(src) return ..() /obj/structure/New() ..() updateVisibility(src) // EFFECTS /obj/effect/Destroy() updateVisibility(src) return ..() /obj/effect/Initialize() . = ..() updateVisibility(src) // DOORS // Simply updates the visibility of the area when it opens/closes/destroyed. /obj/machinery/door/update_nearby_tiles(need_rebuild) . = ..(need_rebuild) // Glass door glass = 1 // don't check then? if(!glass) updateVisibility(src, 0)