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* fixing the visibility update loop through the dictionary
* moving the standard turf and object update triggers to the visibility_network update_triggers.dm file
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@@ -1,63 +1,5 @@
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#define BORG_CAMERA_BUFFER 30
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//UPDATE TRIGGERS, when the chunk (and the surrounding chunks) should update.
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// TURFS
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/turf
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var/image/obscured
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/turf/proc/visibilityChanged()
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if(ticker)
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updateVisibilityNetworks(src)
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/turf/simulated/Del()
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visibilityChanged()
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..()
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/turf/simulated/New()
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..()
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visibilityChanged()
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// STRUCTURES
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/obj/structure/Del()
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if(ticker)
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updateVisibilityNetworks(src)
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..()
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/obj/structure/New()
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..()
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if(ticker)
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updateVisibilityNetworks(src)
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// EFFECTS
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/obj/effect/Del()
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if(ticker)
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updateVisibilityNetworks(src)
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..()
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/obj/effect/New()
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..()
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if(ticker)
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updateVisibilityNetworks(src)
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// DOORS
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// Simply updates the visibility of the area when it opens/closes/destroyed.
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/obj/machinery/door/update_nearby_tiles(need_rebuild)
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. = ..(need_rebuild)
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// Glass door glass = 1
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// don't check then?
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if(!glass)
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world << "Updating visibility for [src]"
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updateVisibilityNetworks(src,0)
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// ROBOT MOVEMENT
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// Update the portable camera everytime the Robot moves.
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