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Unused/WorkInProgress folder cleanup
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+33
-1
@@ -251,4 +251,36 @@ zone/proc/movables()
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for(var/atom/A in T)
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if(istype(A, /obj/effect) || istype(A, /mob/aiEye))
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continue
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. += A
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. += A
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//ULTRALIGHT - only file where this is still used, hence why it's in here
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#define UL_I_FALLOFF_SQUARE 0
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#define UL_I_FALLOFF_ROUND 1
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#define ul_FalloffStyle UL_I_FALLOFF_ROUND // Sets the lighting falloff to be either squared or circular.
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var/list/ul_FastRoot = list(0, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5,
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5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
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7, 7)
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atom/proc/ul_FalloffAmount(var/atom/ref)
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if (ul_FalloffStyle == UL_I_FALLOFF_ROUND)
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var/delta_x = (ref.x - src.x)
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var/delta_y = (ref.y - src.y)
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#ifdef ul_LightingResolution
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if (round((delta_x*delta_x + delta_y*delta_y)*ul_LightingResolutionSqrt,1) > ul_FastRoot.len)
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for(var/i = ul_FastRoot.len, i <= round(delta_x*delta_x+delta_y*delta_y*ul_LightingResolutionSqrt,1), i++)
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ul_FastRoot += round(sqrt(i))
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return ul_FastRoot[round((delta_x*delta_x + delta_y*delta_y)*ul_LightingResolutionSqrt, 1) + 1]/ul_LightingResolution
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#else
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if ((delta_x*delta_x + delta_y*delta_y) > ul_FastRoot.len)
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for(var/i = ul_FastRoot.len, i <= delta_x*delta_x+delta_y*delta_y, i++)
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ul_FastRoot += round(sqrt(i))
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return ul_FastRoot[delta_x*delta_x + delta_y*delta_y + 1]
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#endif
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else if (ul_FalloffStyle == UL_I_FALLOFF_SQUARE)
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return get_dist(src, ref)
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return 0
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