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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 02:54:41 +01:00
gotta go fast!
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@@ -116,11 +116,7 @@
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/datum/light_source/proc/falloff(atom/movable/lighting_overlay/O)
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#if LIGHTING_FALLOFF == 1 // circular
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#if LIGHTING_RESOLUTION == 1
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. = (O.x - source_turf.x)**2 + (O.y - source_turf.y)**2 + LIGHTING_HEIGHT
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#else
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. = (O.x - source_turf.x + O.xoffset)**2 + (O.y - source_turf.y + O.yoffset)**2 + LIGHTING_HEIGHT
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#endif
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#if LIGHTING_LAMBERTIAN == 1
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. = CLAMP01((1 - CLAMP01(sqrt(.) / max(1,light_range))) * (1 / (sqrt(. + 1))))
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@@ -129,11 +125,7 @@
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#endif
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#elif LIGHTING_FALLOFF == 2 // square
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#if LIGHTING_RESOLUTION == 1
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. = abs(O.x - source_turf.x) + abs(O.y - source_turf.y) + LIGHTING_HEIGHT
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#else
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. = abs(O.x - source_turf.x + O.xoffset) + abs(O.y - source_turf.y + O.yoffset) + LIGHTING_HEIGHT
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#endif
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#if LIGHTING_LAMBERTIAN == 1
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. = CLAMP01((1 - CLAMP01(. / max(1,light_range))) * (1 / (sqrt(.)**2 + )))
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@@ -145,16 +137,15 @@
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/datum/light_source/proc/apply_lum()
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applied = 1
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if(istype(source_turf))
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#if LIGHTING_RESOLUTION == 1
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for(var/turf/T in dview(light_range, source_turf, INVISIBILITY_LIGHTING))
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if(T.lighting_overlay)
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var/strength = light_power * falloff(T.lighting_overlay)
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if(!strength) //Don't add turfs that aren't affected to the affected turfs.
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continue
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effect_r[T.lighting_overlay] = round(lum_r * strength, LIGHTING_ROUND_VALUE)
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effect_g[T.lighting_overlay] = round(lum_g * strength, LIGHTING_ROUND_VALUE)
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effect_b[T.lighting_overlay] = round(lum_b * strength, LIGHTING_ROUND_VALUE)
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effect_r += round(lum_r * strength, LIGHTING_ROUND_VALUE)
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effect_g += round(lum_g * strength, LIGHTING_ROUND_VALUE)
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effect_b += round(lum_b * strength, LIGHTING_ROUND_VALUE)
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T.lighting_overlay.update_lumcount(
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round(lum_r * strength, LIGHTING_ROUND_VALUE),
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@@ -162,48 +153,28 @@
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round(lum_b * strength, LIGHTING_ROUND_VALUE)
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)
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if(!T.affecting_lights)
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T.affecting_lights = list()
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T.affecting_lights += src
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effect_turf += T
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#else
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for(var/turf/T in dview(light_range, source_turf, INVISIBILITY_LIGHTING))
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for(var/atom/movable/lighting_overlay/L in T.lighting_overlays)
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var/strength = light_power * falloff(L)
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effect_r[L] = round(lum_r * strength, LIGHTING_ROUND_VALUE)
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effect_g[L] = round(lum_g * strength, LIGHTING_ROUND_VALUE)
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effect_b[L] = round(lum_b * strength, LIGHTING_ROUND_VALUE)
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L.update_lumcount(
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round(lum_r * strength, LIGHTING_ROUND_VALUE),
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round(lum_g * strength, LIGHTING_ROUND_VALUE),
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round(lum_b * strength, LIGHTING_ROUND_VALUE)
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)
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else
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effect_r += 0
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effect_g += 0
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effect_b += 0
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if(!T.affecting_lights)
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T.affecting_lights = list()
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T.affecting_lights += src
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effect_turf += T
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#endif
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/datum/light_source/proc/remove_lum()
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applied = 0
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var/i = 1
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for(var/turf/T in effect_turf)
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if(T.affecting_lights)
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T.affecting_lights -= src
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#if LIGHTING_RESOLUTION == 1
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if(T.lighting_overlay)
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T.lighting_overlay.update_lumcount(-effect_r[T.lighting_overlay], -effect_g[T.lighting_overlay], -effect_b[T.lighting_overlay])
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#else
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for(var/atom/movable/lighting_overlay/L in T.lighting_overlays)
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L.lighting_overlay.update_lumcount(-effect_r[L], -effect_g[L], -effect_b[L])
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#endif
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T.lighting_overlay.update_lumcount(-effect_r[i], -effect_g[i], -effect_b[i])
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i++
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effect_r.Cut()
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effect_g.Cut()
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@@ -9,16 +9,12 @@
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invisibility = INVISIBILITY_LIGHTING
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blend_mode = BLEND_MULTIPLY
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color = "#000000"
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icon_state = "light1"
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var/lum_r
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var/lum_g
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var/lum_b
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#if LIGHTING_RESOLUTION != 1
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var/xoffset
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var/yoffset
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#endif
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var/needs_update
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/atom/movable/lighting_overlay/New()
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@@ -107,11 +103,7 @@
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var/turf/T = loc
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if(istype(T))
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#if LIGHTING_RESOLUTION == 1
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T.lighting_overlay = null
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#else
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T.lighting_overlays -= src
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#endif
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for(var/datum/light_source/D in T.affecting_lights) //Remove references to us on the light sources affecting us.
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D.effect_r -= src
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D.effect_g -= src
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@@ -5,28 +5,15 @@
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// duplicates lots of code, but this proc needs to be as fast as possible.
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/proc/create_lighting_overlays(zlevel = 0)
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var/state = "light[LIGHTING_RESOLUTION]"
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var/area/A
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if(zlevel == 0) // populate all zlevels
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for(var/turf/T in world)
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if(T.dynamic_lighting)
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A = T.loc
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if(A.lighting_use_dynamic)
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#if LIGHTING_RESOLUTION == 1
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var/atom/movable/lighting_overlay/O = new(T)
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O.icon_state = state
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T.lighting_overlay = O
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#else
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for(var/i = 0; i < LIGHTING_RESOLUTION; i++)
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for(var/j = 0; j < LIGHTING_RESOLUTION; j++)
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var/atom/movable/lighting_overlay/O = new(T)
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O.pixel_x = i * (32 / LIGHTING_RESOLUTION)
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O.pixel_y = j * (32 / LIGHTING_RESOLUTION)
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O.xoffset = (((2*i + 1) / (LIGHTING_RESOLUTION * 2)) - 0.5)
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O.yoffset = (((2*j + 1) / (LIGHTING_RESOLUTION * 2)) - 0.5)
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O.icon_state = state
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T.lighting_overlays += O
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#endif
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else
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for(var/x = 1; x <= world.maxx; x++)
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for(var/y = 1; y <= world.maxy; y++)
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@@ -34,18 +21,5 @@
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if(T.dynamic_lighting)
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A = T.loc
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if(A.lighting_use_dynamic)
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#if LIGHTING_RESOLUTION == 1
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var/atom/movable/lighting_overlay/O = new(T)
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O.icon_state = state
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T.lighting_overlay = O
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#else
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for(var/i = 0; i < LIGHTING_RESOLUTION; i++)
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for(var/j = 0; j < LIGHTING_RESOLUTION; j++)
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var/atom/movable/lighting_overlay/O = new(T)
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O.pixel_x = i * (32 / LIGHTING_RESOLUTION)
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O.pixel_y = j * (32 / LIGHTING_RESOLUTION)
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O.xoffset = (((2*i + 1) / (LIGHTING_RESOLUTION * 2)) - 0.5)
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O.yoffset = (((2*j + 1) / (LIGHTING_RESOLUTION * 2)) - 0.5)
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O.icon_state = state
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T.lighting_overlays += O
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#endif
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@@ -1,47 +1,20 @@
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/turf
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var/list/affecting_lights
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#if LIGHTING_RESOLUTION == 1
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var/atom/movable/lighting_overlay/lighting_overlay
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#else
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var/list/lighting_overlays[0]
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#endif
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/turf/proc/reconsider_lights()
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for(var/datum/light_source/L in affecting_lights)
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L.force_update()
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/turf/proc/lighting_clear_overlays()
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#if LIGHTING_RESOLUTION == 1
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if(lighting_overlay)
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qdel(lighting_overlay)
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#else
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for(var/atom/movable/lighting_overlay/L in lighting_overlays)
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qdel(L)
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#endif
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/turf/proc/lighting_build_overlays()
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#if LIGHTING_RESOLUTION == 1
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if(lighting_overlay)
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#else
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if(lighting_overlays.len)
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#endif
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return
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var/state = "light[LIGHTING_RESOLUTION]"
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var/area/A = loc
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if(A.lighting_use_dynamic)
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#if LIGHTING_RESOLUTION == 1
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var/atom/movable/lighting_overlay/O = new(src)
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O.icon_state = state
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lighting_overlay = O
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#else
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for(var/i = 0; i < LIGHTING_RESOLUTION; i++)
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for(var/j = 0; j < LIGHTING_RESOLUTION; j++)
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var/atom/movable/lighting_overlay/O = new(src)
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O.pixel_x = i * (32 / LIGHTING_RESOLUTION)
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O.pixel_y = j * (32 / LIGHTING_RESOLUTION)
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O.xoffset = (((2*i + 1) / (LIGHTING_RESOLUTION * 2)) - 0.5)
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O.yoffset = (((2*j + 1) / (LIGHTING_RESOLUTION * 2)) - 0.5)
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O.icon_state = state
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lighting_overlays += O
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#endif
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