/var/total_lighting_overlays = 0 /atom/movable/lighting_overlay name = "" mouse_opacity = 0 simulated = 0 anchored = 1 icon = LIGHTING_ICON layer = LIGHTING_LAYER invisibility = INVISIBILITY_LIGHTING color = LIGHTING_BASE_MATRIX icon_state = "light1" auto_init = 0 // doesn't need special init blend_mode = BLEND_MULTIPLY var/lum_r = 0 var/lum_g = 0 var/lum_b = 0 var/needs_update = FALSE /atom/movable/lighting_overlay/New(var/atom/loc, var/no_update = FALSE) . = ..() verbs.Cut() total_lighting_overlays++ var/turf/T = loc //If this runtimes atleast we'll know what's creating overlays outside of turfs. T.lighting_overlay = src T.luminosity = 0 if(no_update) return update_overlay() /atom/movable/lighting_overlay/proc/update_overlay() set waitfor = FALSE var/turf/T = loc if(!istype(T)) if(loc) log_debug("A lighting overlay realised its loc was NOT a turf (actual loc: [loc][loc ? ", " + loc.type : "null"]) in update_overlay() and got qdel'ed!") else log_debug("A lighting overlay realised it was in nullspace in update_overlay() and got pooled!") qdel(src) return // To the future coder who sees this and thinks // "Why didn't he just use a loop?" // Well my man, it's because the loop performed like shit. // And there's no way to improve it because // without a loop you can make the list all at once which is the fastest you're gonna get. // Oh it's also shorter line wise. // Including with these comments. // See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are. // No I seriously cannot think of a more efficient method, fuck off Comic. var/datum/lighting_corner/cr = T.corners[3] || dummy_lighting_corner var/datum/lighting_corner/cg = T.corners[2] || dummy_lighting_corner var/datum/lighting_corner/cb = T.corners[4] || dummy_lighting_corner var/datum/lighting_corner/ca = T.corners[1] || dummy_lighting_corner var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx) color = list( cr.cache_r, cr.cache_g, cr.cache_b, 0, cg.cache_r, cg.cache_g, cg.cache_b, 0, cb.cache_r, cb.cache_g, cb.cache_b, 0, ca.cache_r, ca.cache_g, ca.cache_b, 0, 0, 0, 0, 1 ) luminosity = max > LIGHTING_SOFT_THRESHOLD /atom/movable/lighting_overlay/singularity_act() return /atom/movable/lighting_overlay/singularity_pull() return /atom/movable/lighting_overlay/Destroy() total_lighting_overlays-- global.lighting_update_overlays -= src global.lighting_update_overlays_old -= src var/turf/T = loc if(istype(T)) T.lighting_overlay = null T.luminosity = 1 return ..()