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Lighting system is too buggy to continue until I know wtf is going on
Conflicts: baystation12.dme code/game/turfs/turf.dm
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@@ -950,7 +950,7 @@
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var/turf/T = loc
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var/area/A = T.loc
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if(A)
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if(A.lighting_use_dynamic) light_amount = min(10,T.lighting_lumcount) - 5 //hardcapped so it's not abused by having a ton of flashlights
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if(A.lighting_use_dynamic) light_amount = min(10,T.lit_value) - 5 //hardcapped so it's not abused by having a ton of flashlights
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else light_amount = 5
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nutrition += light_amount
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traumatic_shock -= light_amount
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@@ -970,7 +970,7 @@
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var/turf/T = loc
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var/area/A = T.loc
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if(A)
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if(A.lighting_use_dynamic) light_amount = T.lighting_lumcount
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if(A.lighting_use_dynamic) light_amount = T.lit_value
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else light_amount = 10
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if(light_amount > 2) //if there's enough light, start dying
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take_overall_damage(1,1)
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@@ -1498,7 +1498,7 @@
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//0.1% chance of playing a scary sound to someone who's in complete darkness
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if(isturf(loc) && rand(1,1000) == 1)
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var/turf/currentTurf = loc
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if(!currentTurf.lighting_lumcount)
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if(!currentTurf.lit_value)
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playsound_local(src,pick(scarySounds),50, 1, -1)
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// Separate proc so we can jump out of it when we've succeeded in spreading disease.
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@@ -448,7 +448,7 @@
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var/turf/T = loc
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var/area/A = T.loc
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if(A)
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if(A.lighting_use_dynamic) light_amount = min(10,T.lighting_lumcount) - 5 //hardcapped so it's not abused by having a ton of flashlights
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if(A.lighting_use_dynamic) light_amount = min(10,T.lit_value) - 5 //hardcapped so it's not abused by having a ton of flashlights
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else light_amount = 5
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nutrition += light_amount
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@@ -111,7 +111,7 @@
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// Don't check it twice if our destination is the tile we are on or we can't even get to our destination
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if(T == destination)
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destination = null
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else if(!T.lighting_lumcount && !destination.lighting_lumcount) // No one can see us in the darkness, right?
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else if(!T.lit_value && !destination.lit_value) // No one can see us in the darkness, right?
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return null
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// We aren't in darkness, loop for viewers.
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@@ -603,8 +603,8 @@
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#define LIGHTING_POWER_FACTOR 20 //20W per unit luminosity
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/obj/machinery/light/process()//TODO: remove/add this from machines to save on processing as needed ~Carn PRIORITY
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if(on)
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use_power(luminosity * LIGHTING_POWER_FACTOR, LIGHT)
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if(on && light)
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use_power(light.radius * LIGHTING_POWER_FACTOR, LIGHT)
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// called when area power state changes
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/obj/machinery/light/power_change()
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