Convert turfs to use add_overlays(), eliminating the turf_overlay_holder!

- Converted as much as I could find about turf overlays to use add_overlay().
- This should be enough to stop BYOND from crashing, so we can eliminate the turf_overlay_holder hack.
- This also lets us remove the anti-corruption hacks from walls and open space.
- ZAS gas overlays can use priority overlays, so this also fixes the gas-goes-away-when-crowbarring-plating issue.
- Stuff like that
This commit is contained in:
Leshana
2018-02-25 02:02:57 -05:00
parent 07f89c26b7
commit 00f8ae5cd8
23 changed files with 99 additions and 250 deletions
@@ -1,28 +0,0 @@
//
// Floor Decals Initialization Subsystem
// This is part of the giant decal hack that works around a BYOND bug where DreamDaemon will crash if you
// update overlays on turfs too much.
// The master_controller on Polaris used to init decals prior to initializing areas (which initilized turfs)
// Now that we switched to subsystems we still want to do the same thing, so this takes care of it.
//
SUBSYSTEM_DEF(floor_decals)
name = "Floor Decals"
init_order = INIT_ORDER_DECALS
flags = SS_NO_FIRE
/datum/controller/subsystem/floor_decals/Initialize(timeofday)
if(floor_decals_initialized)
return ..()
to_world_log("Initializing Floor Decals")
admin_notice("<span class='danger'>Initializing Floor Decals</span>", R_DEBUG)
var/list/turfs_with_decals = list()
for(var/obj/effect/floor_decal/D in world)
var/T = D.add_to_turf_decals()
if(T) turfs_with_decals |= T
CHECK_TICK
for(var/item in turfs_with_decals)
var/turf/T = item
if(T.decals) T.apply_decals()
CHECK_TICK
floor_decals_initialized = TRUE
return ..()