- Added recursive explosions to code. They are not live yet. I want coders to test them out first. From my testing and estimates, they are about twice as fast as regular explosions, despite the fact that they only have minimal optimization done to them at the moment. - Basically only the things I knew from memory.

- Added two max() things to lighting code. This should stop the negative luminosity error, which happens when large explosions happen, resulting in a large blob of permanently black space. Space will be black now, but when you go through it with a flashlight, it will actually be illuminated properly.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4232 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
baloh.matevz
2012-07-30 10:25:02 +00:00
parent 9df6e10d74
commit c6a445e73d
3 changed files with 132 additions and 287 deletions
@@ -399,6 +399,7 @@ atom
/* increase the turf's brightness depending on the
brightness and distance of the lightsource */
T.sd_lumcount -= (luminosity-get_dist(center,T))
T.sd_lumcount = max(0, T.sd_lumcount)
//if(T.tag == "sdd")
// slog << "\red lc-([luminosity-get_dist(center,T)]) from [center] ([center:x],[center:y])"
@@ -484,6 +485,7 @@ atom
if(ATurf)
for(T in affected[A]-view(A.luminosity, ATurf))
T.sd_lumcount -= (A.luminosity-get_dist(A,T))
T.sd_lumcount = max(0, T.sd_lumcount)
//if(T.tag == "sdd")
// slog << "\red lc(1)-([A.luminosity-get_dist(A,T)]) from [A] ([A.x],[A.y])"