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move some readme files in .dm sources into .md
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@@ -1,8 +1,5 @@
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/*
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BS12 object based lighting system
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*/
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# BS12 object based lighting system
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/*
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Changes from tg DAL:
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- Lighting is done using objects instead of subareas.
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- Animated transitions. (newer tg DAL has this)
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@@ -20,12 +17,10 @@ Changes from tg DAL:
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- Areas have luminosity set to 1 permanently, no hard-lighting.
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- Objects inside other objects can have lights and they properly affect the turf. (flashlights)
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- area/master and area/list/related have been eviscerated since subareas aren't needed.
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*/
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/*
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Relevant vars/procs:
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## Relevant vars/procs
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atom: (lighting_atom.dm)
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### atom: (lighting_atom.dm)
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- var/light_range; range in tiles of the light, used for calculating falloff
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- var/light_power; multiplier for the brightness of lights
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- var/light_color; hex string representing the RGB colour of the light
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@@ -42,7 +37,7 @@ atom: (lighting_atom.dm)
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- Updates the light var on this atom, deleting or creating as needed and calling .update()
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turf: (lighting_turf.dm)
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### turf: (lighting_turf.dm)
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- var/list/affecting_lights; list of light sources that are shining onto this turf
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- proc/reconsider_lights():
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@@ -54,7 +49,7 @@ turf: (lighting_turf.dm)
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- Create lighting overlays for this turf
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/atom/movable/lighting_overlay: (lighting_overlay.dm)
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### /atom/movable/lighting_overlay: (lighting_overlay.dm)
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- var/lum_r, var/lum_g, var/lum_b; lumcounts of each colour
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- var/needs_update; set on update_lumcount, checked by lighting process
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@@ -64,4 +59,3 @@ turf: (lighting_turf.dm)
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- Change the lumcount vars and queue the overlay for update
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- proc/update_overlay()
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- Called by the lighting process to update the color of the overlay
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*/
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