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@@ -12,4 +12,4 @@
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#ifdef LIGHTING_TRANSITIONS
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#define LIGHTING_TRANSITION_SPEED (LIGHTING_INTERVAL - 1)
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#endif
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#define LIGHTING_ROUND_VALUE 1 / 128 //Value used to round lumcounts, values smaller than 1/255 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
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#define LIGHTING_ROUND_VALUE (1 / 128) //Value used to round lumcounts, values smaller than 1/255 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
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@@ -37,7 +37,9 @@
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spawn( 0 )
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src.Entered(AM)
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return
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return
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if(!dynamic_lighting)
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luminosity = 1
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// Adds the adjacent turfs to the current atmos processing
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/turf/Del()
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@@ -60,15 +60,14 @@
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if(top_atom != source_atom)
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if(!top_atom.light_sources) top_atom.light_sources = list()
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top_atom.light_sources += src
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lighting_update_lights += src
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if(!needs_update)
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if(!needs_update) //Incase we're already updating either way.
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lighting_update_lights += src
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needs_update = 1
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/datum/light_source/proc/force_update()
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force_update = 1
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if(!needs_update)
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if(!needs_update) //Incase we're already updating either way.
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needs_update = 1
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lighting_update_lights += src
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@@ -157,7 +156,11 @@
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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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T.lighting_overlay.update_lumcount(effect_r[T.lighting_overlay], effect_g[T.lighting_overlay], effect_b[T.lighting_overlay])
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T.lighting_overlay.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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if(!T.affecting_lights)
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T.affecting_lights = list()
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@@ -174,7 +177,11 @@
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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(effect_r[L], effect_g[L], effect_b[L])
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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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if(!T.affecting_lights)
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T.affecting_lights = list()
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@@ -198,7 +205,7 @@
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#endif
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effect_r.len = 0
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effect_g.len = 0
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effect_b.len = 0
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effect_turf.len = 0
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effect_r.Cut()
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effect_g.Cut()
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effect_b.Cut()
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effect_turf.Cut()
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@@ -16,7 +16,7 @@
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scheck()
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lighting_update_lights.len = 0
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lighting_update_lights.Cut()
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for(var/atom/movable/lighting_overlay/O in lighting_update_overlays)
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if(O.needs_update)
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@@ -25,4 +25,4 @@
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scheck()
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lighting_update_overlays.len = 0
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lighting_update_overlays.Cut()
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