* fixing the visibility update loop through the dictionary

* moving the standard turf and object update triggers to the visibility_network update_triggers.dm file
This commit is contained in:
jack-fractal
2013-10-26 17:33:53 -04:00
parent 6764c54989
commit d370c6f81e
4 changed files with 58 additions and 61 deletions
@@ -1,63 +1,5 @@
#define BORG_CAMERA_BUFFER 30
//UPDATE TRIGGERS, when the chunk (and the surrounding chunks) should update.
// TURFS
/turf
var/image/obscured
/turf/proc/visibilityChanged()
if(ticker)
updateVisibilityNetworks(src)
/turf/simulated/Del()
visibilityChanged()
..()
/turf/simulated/New()
..()
visibilityChanged()
// STRUCTURES
/obj/structure/Del()
if(ticker)
updateVisibilityNetworks(src)
..()
/obj/structure/New()
..()
if(ticker)
updateVisibilityNetworks(src)
// EFFECTS
/obj/effect/Del()
if(ticker)
updateVisibilityNetworks(src)
..()
/obj/effect/New()
..()
if(ticker)
updateVisibilityNetworks(src)
// DOORS
// Simply updates the visibility of the area when it opens/closes/destroyed.
/obj/machinery/door/update_nearby_tiles(need_rebuild)
. = ..(need_rebuild)
// Glass door glass = 1
// don't check then?
if(!glass)
world << "Updating visibility for [src]"
updateVisibilityNetworks(src,0)
// ROBOT MOVEMENT
// Update the portable camera everytime the Robot moves.