diff --git a/code/game/turfs/turf.dm b/code/game/turfs/turf.dm index 114dbf21cc8..53b96f7e4a0 100644 --- a/code/game/turfs/turf.dm +++ b/code/game/turfs/turf.dm @@ -1,7 +1,7 @@ /turf icon = 'icons/turf/floors.dmi' level = 1.0 - luminosity = 0 + luminosity = 1 //for floors, use is_plating(), is_plasteel_floor() and is_light_floor() var/intact = 1 @@ -40,10 +40,6 @@ src.Entered(AM) return - var/area/A = loc - if(!dynamic_lighting || !A.lighting_use_dynamic) - luminosity = 1 - // Adds the adjacent turfs to the current atmos processing /turf/Del() if(air_master) diff --git a/code/modules/lighting/lighting_overlay.dm b/code/modules/lighting/lighting_overlay.dm index 56d05576f45..d40997a6fcd 100644 --- a/code/modules/lighting/lighting_overlay.dm +++ b/code/modules/lighting/lighting_overlay.dm @@ -25,6 +25,9 @@ . = ..() verbs.Cut() + var/turf/T = loc //If this runtimes atleast we'll know what's creating overlays outside of turfs. + T.luminosity = 0 + /atom/movable/lighting_overlay/proc/get_clamped_lum(var/minlum = 0, var/maxlum = 1) var/lum = max(lum_r, lum_g, lum_b) if(lum <= minlum)