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Paradise/code/modules/lighting/lighting_emissive_blocker.dm
Migratingcocofruit f2efdcf92c Fixes lighting emissive blockers becoming irradiated (#26931)
* Prevents emissive blockers from getting contaminated by radiation

* wrong var. oops
2024-10-01 17:26:34 +00:00

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/**
* Internal atom that copies an appearance on to the blocker plane
*
* This means that the atom in question will block any emissive sprites.
* This should only be used internally. If you are directly creating more of these,
* you're almost guaranteed to be doing something wrong.
*/
/atom/movable/emissive_blocker
name = "emissive blocker"
plane = EMISSIVE_PLANE
layer = FLOAT_LAYER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
appearance_flags = EMISSIVE_APPEARANCE_FLAGS
flags_2 = RAD_NO_CONTAMINATE_2
/atom/movable/emissive_blocker/Initialize(mapload, source)
. = ..()
verbs.Cut() //Cargo culting from lighting object, this maybe affects memory usage?
render_source = source
color = EM_BLOCK_COLOR
/atom/movable/emissive_blocker/ex_act(severity)
return FALSE
/atom/movable/emissive_blocker/singularity_act()
return
/atom/movable/emissive_blocker/singularity_pull()
return
/atom/movable/emissive_blocker/blob_act()
return
/atom/movable/emissive_blocker/onTransitZ()
return
//Prevents people from moving these after creation, because they shouldn't be.
/atom/movable/emissive_blocker/forceMove(atom/destination, no_tp = FALSE, harderforce = FALSE)
if(harderforce)
return ..()