mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-02 21:52:48 +00:00
Attempt update to /tg/ lighting system
This commit is contained in:
@@ -1,12 +1,12 @@
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/var/total_lighting_sources = 0
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// This is where the fun begins.
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// These are the main datums that emit light.
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/datum/light_source
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var/atom/top_atom // The atom we're emitting light from(for example a mob if we're from a flashlight that's being held).
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var/atom/top_atom // The atom we're emitting light from (for example a mob if we're from a flashlight that's being held).
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var/atom/source_atom // The atom that we belong to.
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var/turf/source_turf // The turf under the above.
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var/turf/pixel_turf // The turf the top_atom appears to over.
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var/light_power // Intensity of the emitter light.
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var/light_range // The range of the emitted light.
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var/light_color // The colour of the light, string, decomposed by parse_light_color()
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@@ -26,133 +26,80 @@
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var/applied = FALSE // Whether we have applied our light yet or not.
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var/vis_update // Whether we should smartly recalculate visibility. and then only update tiles that became(in)visible to us.
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var/needs_update // Whether we are queued for an update.
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var/destroyed // Whether we are destroyed and need to stop emitting light.
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var/force_update
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var/needs_update = LIGHTING_NO_UPDATE // Whether we are queued for an update.
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/datum/light_source/New(var/atom/owner, var/atom/top)
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total_lighting_sources++
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source_atom = owner // Set our new owner.
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if(!source_atom.light_sources)
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source_atom.light_sources = list()
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source_atom.light_sources += src // Add us to the lights of our owner.
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LAZYADD(source_atom.light_sources, src)
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top_atom = top
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if(top_atom != source_atom)
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if(!top.light_sources)
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top.light_sources = list()
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top_atom.light_sources += src
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if (top_atom != source_atom)
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LAZYADD(top_atom.light_sources, src)
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source_turf = top_atom
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pixel_turf = get_turf_pixel(top_atom) || source_turf
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light_power = source_atom.light_power
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light_range = source_atom.light_range
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light_color = source_atom.light_color
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parse_light_color()
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effect_str = list()
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affecting_turfs = list()
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update()
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return ..()
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// Kill ourselves.
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/datum/light_source/proc/destroy()
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total_lighting_sources--
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destroyed = TRUE
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force_update()
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if(source_atom)
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if(!source_atom.light_sources)
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log_runtime(EXCEPTION("Atom [source_atom] was a light source, but lacked a light source list!\n"), source_atom)
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else
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source_atom.light_sources -= src
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/datum/light_source/Destroy(force)
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remove_lum()
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if (source_atom)
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LAZYREMOVE(source_atom.light_sources, src)
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if(top_atom)
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top_atom.light_sources -= src
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if (top_atom)
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LAZYREMOVE(top_atom.light_sources, src)
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if (needs_update)
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GLOB.lighting_update_lights -= src
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. = ..()
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// Yes this doesn't align correctly on anything other than 4 width tabs.
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// If you want it to go switch everybody to elastic tab stops.
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// Actually that'd be great if you could!
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#define EFFECT_UPDATE(level) \
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if (needs_update == LIGHTING_NO_UPDATE) \
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GLOB.lighting_update_lights += src; \
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if (needs_update < level) \
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needs_update = level; \
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// Call it dirty, I don't care.
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// This is here so there's no performance loss on non-instant updates from the fact that the engine can also do instant updates.
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// If you're wondering what's with the "BYOND" argument: BYOND won't let me have a() macro that has no arguments :|.
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#define effect_update(BYOND) \
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if(!needs_update) \
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{ \
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lighting_update_lights += src; \
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needs_update = TRUE; \
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}
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// This proc will cause the light source to update the top atom, and add itself to the update queue.
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/datum/light_source/proc/update(var/atom/new_top_atom)
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// This top atom is different.
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if(new_top_atom && new_top_atom != top_atom)
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if(top_atom != source_atom) // Remove ourselves from the light sources of that top atom.
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top_atom.light_sources -= src
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if (new_top_atom && new_top_atom != top_atom)
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if(top_atom != source_atom && top_atom.light_sources) // Remove ourselves from the light sources of that top atom.
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LAZYREMOVE(top_atom.light_sources, src)
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top_atom = new_top_atom
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if(top_atom != source_atom)
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if(!top_atom.light_sources)
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top_atom.light_sources = list()
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if (top_atom != source_atom)
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LAZYADD(top_atom.light_sources, src) // Add ourselves to the light sources of our new top atom.
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top_atom.light_sources += src // Add ourselves to the light sources of our new top atom.
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effect_update(null)
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EFFECT_UPDATE(LIGHTING_CHECK_UPDATE)
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// Will force an update without checking if it's actually needed.
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/datum/light_source/proc/force_update()
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force_update = 1
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effect_update(null)
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EFFECT_UPDATE(LIGHTING_FORCE_UPDATE)
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// Will cause the light source to recalculate turfs that were removed or added to visibility only.
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/datum/light_source/proc/vis_update()
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vis_update = 1
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effect_update(null)
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// Will check if we actually need to update, and update any variables that may need to be updated.
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/datum/light_source/proc/check()
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if(!source_atom || !light_range || !light_power)
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destroy()
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return 1
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if(!top_atom)
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top_atom = source_atom
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. = 1
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if(isturf(top_atom))
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if(source_turf != top_atom)
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source_turf = top_atom
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. = 1
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else if(top_atom.loc != source_turf)
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source_turf = top_atom.loc
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. = 1
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if(source_atom.light_power != light_power)
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light_power = source_atom.light_power
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. = 1
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if(source_atom.light_range != light_range)
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light_range = source_atom.light_range
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. = 1
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if(light_range && light_power && !applied)
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. = 1
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if(source_atom.light_color != light_color)
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light_color = source_atom.light_color
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parse_light_color()
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. = 1
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EFFECT_UPDATE(LIGHTING_VIS_UPDATE)
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// Decompile the hexadecimal colour into lumcounts of each perspective.
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/datum/light_source/proc/parse_light_color()
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if(light_color)
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lum_r = GetRedPart (light_color) / 255
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lum_g = GetGreenPart(light_color) / 255
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lum_b = GetBluePart (light_color) / 255
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if (light_color)
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lum_r = GetRedPart (light_color) / 255
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lum_g = GetGreenPart (light_color) / 255
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lum_b = GetBluePart (light_color) / 255
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else
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lum_r = 1
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lum_g = 1
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@@ -163,128 +110,189 @@
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// If you're wondering what's with the backslashes, the backslashes cause BYOND to not automatically end the line.
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// As such this all gets counted as a single line.
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// The braces and semicolons are there to be able to do this on a single line.
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#define LUM_FALLOFF(C, T) (1 - CLAMP01(sqrt((C.x - T.x) ** 2 + (C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
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#define APPLY_CORNER(C) \
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. = LUM_FALLOFF(C, source_turf); \
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\
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. *= light_power; \
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\
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effect_str[C] = .; \
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\
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C.update_lumcount \
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( \
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. * applied_lum_r, \
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. * applied_lum_g, \
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. * applied_lum_b \
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#define APPLY_CORNER(C) \
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. = LUM_FALLOFF(C, pixel_turf); \
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. *= light_power; \
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var/OLD = effect_str[C]; \
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effect_str[C] = .; \
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\
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C.update_lumcount \
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( \
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(. * lum_r) - (OLD * applied_lum_r), \
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(. * lum_g) - (OLD * applied_lum_g), \
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(. * lum_b) - (OLD * applied_lum_b) \
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);
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// I don't need to explain what this does, do I?
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#define REMOVE_CORNER(C) \
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. = -effect_str[C]; \
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C.update_lumcount \
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( \
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. * applied_lum_r, \
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. * applied_lum_g, \
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. * applied_lum_b \
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#define REMOVE_CORNER(C) \
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. = -effect_str[C]; \
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C.update_lumcount \
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( \
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. * applied_lum_r, \
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. * applied_lum_g, \
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. * applied_lum_b \
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);
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// This is the define used to calculate falloff.
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#define LUM_FALLOFF(C, T)(1 - CLAMP01(sqrt((C.x - T.x) ** 2 +(C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
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/datum/light_source/proc/apply_lum()
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var/static/update_gen = 1
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applied = 1
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/datum/light_source/proc/remove_lum()
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applied = FALSE
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var/thing
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for (thing in affecting_turfs)
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var/turf/T = thing
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LAZYREMOVE(T.affecting_lights, src)
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affecting_turfs = null
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var/datum/lighting_corner/C
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for (thing in effect_str)
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C = thing
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REMOVE_CORNER(C)
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LAZYREMOVE(C.affecting, src)
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effect_str = null
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/datum/light_source/proc/recalc_corner(var/datum/lighting_corner/C)
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LAZYINITLIST(effect_str)
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if (effect_str[C]) // Already have one.
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REMOVE_CORNER(C)
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effect_str[C] = 0
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APPLY_CORNER(C)
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UNSETEMPTY(effect_str)
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/datum/light_source/proc/update_corners()
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var/update = FALSE
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var/atom/source_atom = src.source_atom
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if (QDELETED(source_atom))
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qdel(src)
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return
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if (source_atom.light_power != light_power)
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light_power = source_atom.light_power
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update = TRUE
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if (source_atom.light_range != light_range)
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light_range = source_atom.light_range
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update = TRUE
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if (!top_atom)
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top_atom = source_atom
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update = TRUE
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if (!light_range || !light_power)
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qdel(src)
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return
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if (isturf(top_atom))
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if (source_turf != top_atom)
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source_turf = top_atom
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pixel_turf = source_turf
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update = TRUE
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else if (top_atom.loc != source_turf)
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source_turf = top_atom.loc
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pixel_turf = get_turf_pixel(top_atom)
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update = TRUE
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else
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var/P = get_turf_pixel(top_atom)
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if (P != pixel_turf)
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pixel_turf = P
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update = TRUE
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if (!isturf(source_turf))
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if (applied)
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remove_lum()
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return
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if (light_range && light_power && !applied)
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update = TRUE
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if (source_atom.light_color != light_color)
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light_color = source_atom.light_color
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parse_light_color()
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update = TRUE
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else if (applied_lum_r != lum_r || applied_lum_g != lum_g || applied_lum_b != lum_b)
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update = TRUE
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if (update)
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needs_update = LIGHTING_CHECK_UPDATE
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applied = TRUE
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else if (needs_update == LIGHTING_CHECK_UPDATE)
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return //nothing's changed
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var/list/datum/lighting_corner/corners = list()
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var/list/turf/turfs = list()
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var/thing
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var/datum/lighting_corner/C
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var/turf/T
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if (source_turf)
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var/oldlum = source_turf.luminosity
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source_turf.luminosity = CEILING(light_range, 1)
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for(T in view(CEILING(light_range, 1), source_turf))
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for (thing in T.get_corners(source_turf))
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C = thing
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corners[C] = 0
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turfs += T
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source_turf.luminosity = oldlum
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LAZYINITLIST(affecting_turfs)
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var/list/L = turfs - affecting_turfs // New turfs, add us to the affecting lights of them.
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affecting_turfs += L
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for (thing in L)
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T = thing
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LAZYADD(T.affecting_lights, src)
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L = affecting_turfs - turfs // Now-gone turfs, remove us from the affecting lights.
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affecting_turfs -= L
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for (thing in L)
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T = thing
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LAZYREMOVE(T.affecting_lights, src)
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LAZYINITLIST(effect_str)
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if (needs_update == LIGHTING_VIS_UPDATE)
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for (thing in corners - effect_str) // New corners
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C = thing
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LAZYADD(C.affecting, src)
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if (!C.active)
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effect_str[C] = 0
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continue
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APPLY_CORNER(C)
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else
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L = corners - effect_str
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for (thing in L) // New corners
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C = thing
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LAZYADD(C.affecting, src)
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if (!C.active)
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effect_str[C] = 0
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continue
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APPLY_CORNER(C)
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for (thing in corners - L) // Existing corners
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C = thing
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if (!C.active)
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effect_str[C] = 0
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continue
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APPLY_CORNER(C)
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L = effect_str - corners
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for (thing in L) // Old, now gone, corners.
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C = thing
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REMOVE_CORNER(C)
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LAZYREMOVE(C.affecting, src)
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effect_str -= L
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// Keep track of the last applied lum values so that the lighting can be reversed
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applied_lum_r = lum_r
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applied_lum_g = lum_g
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applied_lum_b = lum_b
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FOR_DVIEW(var/turf/T, light_range, source_turf, INVISIBILITY_LIGHTING)
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if(!T.lighting_corners_initialised)
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T.generate_missing_corners()
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UNSETEMPTY(effect_str)
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UNSETEMPTY(affecting_turfs)
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for(var/datum/lighting_corner/C in T.get_corners())
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if(C.update_gen == update_gen)
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continue
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C.update_gen = update_gen
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C.affecting += src
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if(!C.active)
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effect_str[C] = 0
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continue
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APPLY_CORNER(C)
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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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affecting_turfs += T
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update_gen++
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/datum/light_source/proc/remove_lum()
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applied = FALSE
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for(var/turf/T in affecting_turfs)
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if(!T.affecting_lights)
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T.affecting_lights = list()
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else
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T.affecting_lights -= src
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affecting_turfs.Cut()
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for(var/datum/lighting_corner/C in effect_str)
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REMOVE_CORNER(C)
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C.affecting -= src
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effect_str.Cut()
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/datum/light_source/proc/recalc_corner(var/datum/lighting_corner/C)
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if(effect_str.Find(C)) // Already have one.
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REMOVE_CORNER(C)
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APPLY_CORNER(C)
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/datum/light_source/proc/smart_vis_update()
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var/list/datum/lighting_corner/corners = list()
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var/list/turf/turfs = list()
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FOR_DVIEW(var/turf/T, light_range, source_turf, 0)
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if(!T.lighting_corners_initialised)
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T.generate_missing_corners()
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corners |= T.get_corners()
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turfs += T
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var/list/L = turfs - affecting_turfs // New turfs, add us to the affecting lights of them.
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affecting_turfs += L
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for(var/turf/T in L)
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||||
if(!T.affecting_lights)
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T.affecting_lights = list(src)
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else
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T.affecting_lights += src
|
||||
|
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L = affecting_turfs - turfs // Now-gone turfs, remove us from the affecting lights.
|
||||
affecting_turfs -= L
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||||
for(var/turf/T in L)
|
||||
T.affecting_lights -= src
|
||||
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||||
for(var/datum/lighting_corner/C in corners - effect_str) // New corners
|
||||
C.affecting += src
|
||||
if(!C.active)
|
||||
effect_str[C] = 0
|
||||
continue
|
||||
|
||||
APPLY_CORNER(C)
|
||||
|
||||
for(var/datum/lighting_corner/C in effect_str - corners) // Old, now gone, corners.
|
||||
REMOVE_CORNER(C)
|
||||
C.affecting -= src
|
||||
effect_str -= C
|
||||
|
||||
#undef effect_update
|
||||
#undef EFFECT_UPDATE
|
||||
#undef LUM_FALLOFF
|
||||
#undef REMOVE_CORNER
|
||||
#undef APPLY_CORNER
|
||||
#undef APPLY_CORNER
|
||||
Reference in New Issue
Block a user