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https://github.com/CHOMPstation/CHOMPstation.git
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new object-based lighting system
Signed-off-by: Mloc <colmohici@gmail.com>
This commit is contained in:
@@ -68,8 +68,8 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
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message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[epicenter.x];Y=[epicenter.y];Z=[epicenter.z]'>JMP</a>)")
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log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ")
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var/lighting_controller_was_processing = lighting_controller.processing //Pause the lighting updates for a bit
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lighting_controller.processing = 0
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// var/lighting_controller_was_processing = lighting_controller.processing //Pause the lighting updates for a bit
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// lighting_controller.processing = 0
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var/approximate_intensity = (devastation_range * 3) + (heavy_impact_range * 2) + light_impact_range
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@@ -87,8 +87,8 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
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var/y0 = epicenter.y
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var/z0 = epicenter.z
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for(var/turf/T in range(epicenter, max_range))
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var/dist = cheap_pythag(T.x - x0,T.y - y0)
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for(var/turf/T in trange(max_range, epicenter))
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var/dist = sqrt((T.x - x0)**2 + (T.y - y0)**2)
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if(dist < devastation_range) dist = 1
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else if(dist < heavy_impact_range) dist = 2
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@@ -99,7 +99,7 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
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if(T)
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for(var/atom_movable in T.contents) //bypass type checking since only atom/movable can be contained by turfs anyway
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var/atom/movable/AM = atom_movable
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if(AM) AM.ex_act(dist)
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if(AM && AM.simulated) AM.ex_act(dist)
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var/took = (world.timeofday-start)/10
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//You need to press the DebugGame verb to see these now....they were getting annoying and we've collected a fair bit of data. Just -test- changes to explosion code using this please so we can compare
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@@ -113,7 +113,7 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
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sleep(8)
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if(!lighting_controller.processing) lighting_controller.processing = lighting_controller_was_processing
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// if(!lighting_controller.processing) lighting_controller.processing = lighting_controller_was_processing
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if(!powernet_rebuild_was_deferred_already && defer_powernet_rebuild)
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makepowernets()
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defer_powernet_rebuild = 0
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