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* No changes to lighting logic at all, it still processes sources, corners, and overlays in that order. * Also optimized the initial creation of lighting overlays, and made it include CHECK_TICKs * Removed the statistics gathering, at least for now.
12 lines
333 B
Plaintext
12 lines
333 B
Plaintext
// Create lighting overlays on all turfs with dynamic lighting in areas with dynamic lighting.
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/proc/create_all_lighting_overlays()
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for(var/area/A in world)
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if(!A.dynamic_lighting)
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continue
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for(var/turf/T in A)
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if(!T.dynamic_lighting)
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continue
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new /atom/movable/lighting_overlay(T, TRUE)
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CHECK_TICK
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CHECK_TICK
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