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Merge pull request #1314 from SkyMarshal/Lighting
Ultralight, Sped up how fast fires burn and use fuel, Removed deletion logging (Speeds up world shudown), added icon for welder fuel.
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@@ -125,8 +125,8 @@
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G.process()
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if(isturf(loc) && rand(1,1000) == 1) //0.1% chance of playing a scary sound to someone who's in complete darkness
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var/turf/currentTurf = loc
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if(!currentTurf.sd_lumcount)
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var/turf/currentTurf = get_turf(src)
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if(!max(currentTurf.ul_GetRed(), currentTurf.ul_GetGreen(), currentTurf.ul_GetBlue()))
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playsound_local(src,pick(scarySounds),50, 1, -1)
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src.moved_recently = max(0, moved_recently-1)
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@@ -825,7 +825,8 @@
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if(mutantrace == "plant") //couldn't think of a better place to place it, since it handles nutrition -- Urist
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var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing
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if(istype(loc,/turf)) //else, there's considered to be no light
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light_amount = min(10,loc:sd_lumcount) - 5 //hardcapped so it's not abused by having a ton of flashlights
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var/turf/currentTurf = get_turf(src)
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light_amount = min(10,max(currentTurf.ul_GetRed(), currentTurf.ul_GetGreen(), currentTurf.ul_GetBlue())) - 5 //hardcapped so it's not abused by having a ton of flashlights
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if(nutrition < 500) //so they can't store nutrition to survive without light forever
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nutrition += light_amount
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if(light_amount > 0) //if there's enough light, heal
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@@ -673,9 +673,7 @@
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return health
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/mob/proc/UpdateLuminosity()
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if(total_luminosity == last_luminosity) return 0//nothing to do here
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last_luminosity = total_luminosity
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sd_SetLuminosity(min(total_luminosity,7))//Current hardcode max at 7, should likely be a const somewhere else
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ul_SetLuminosity(LuminosityRed, LuminosityGreen, LuminosityBlue)//Current hardcode max at 7, should likely be a const somewhere else
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return 1
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/mob/MouseDrop(mob/M as mob)
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@@ -55,8 +55,8 @@
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var/obj/screen/gun/run/gun_run_icon = null
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var/obj/screen/gun/mode/gun_setting_icon = null
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var/total_luminosity = 0 //This controls luminosity for mobs, when you pick up lights and such this is edited. If you want the mob to use lights it must update its lum in its life proc or such. Note clamp this value around 7 or such to prevent massive light lag.
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var/last_luminosity = 0
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// var/total_luminosity = 0 //This controls luminosity for mobs, when you pick up lights and such this is edited. If you want the mob to use lights it must update its lum in its life proc or such. Note clamp this value around 7 or such to prevent massive light lag.
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// var/last_luminosity = 0
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/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
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A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
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@@ -104,7 +104,7 @@
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emote_hear = list("barks", "woofs", "yaps","pants")
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emote_see = list("shakes its head", "shivers")
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desc = "It's a corgi."
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src.sd_SetLuminosity(0)
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src.ul_SetLuminosity(0)
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inventory_head.loc = src.loc
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inventory_head = null
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else
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@@ -239,7 +239,7 @@
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name = "Rudolph the Red-Nosed Corgi"
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emote_hear = list("barks christmas songs", "yaps")
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desc = "He has a very shiny nose."
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src.sd_SetLuminosity(6)
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src.ul_SetLuminosity(6)
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if(/obj/item/clothing/head/cargosoft)
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name = "Corgi Tech [real_name]"
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speak = list("Needs a stamp!", "Request DENIED!", "Fill these out in triplicate!")
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