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VOREStation/code/modules/mob/freelook/update_triggers.dm
T
Kashargul 1fcbb216e7 Convert some more globals (#19231)
* move ref lists from world new to ref list creation

* tg styl

* .

* next globals

* ugh

* some more

* pain

* .

* horror

* .

* .

* .

* shoe me

* ye

* .

* eh

* .

* .

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Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2026-03-02 23:57:41 +01:00

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//UPDATE TRIGGERS, when the chunk (and the surrounding chunks) should update.
// TURFS
/proc/updateVisibility(atom/A, var/opacity_check = 1)
if(SSticker)
for(var/datum/visualnet/VN in GLOB.visual_nets)
VN.updateVisibility(A, opacity_check)
/turf
var/list/image/obfuscations
/turf/drain_power()
return -1
/turf/simulated/Destroy()
updateVisibility(src)
if(zone)
if(can_safely_remove_from_zone())
c_copy_air()
zone.remove(src)
else
zone.rebuild()
return ..()
/turf/simulated/Initialize(mapload)
. = ..()
updateVisibility(src)
// STRUCTURES
/obj/structure/Destroy()
updateVisibility(src)
return ..()
/obj/structure/Initialize(mapload)
. = ..()
updateVisibility(src)
// EFFECTS
/obj/effect/Destroy()
updateVisibility(src)
return ..()
/obj/effect/Initialize(mapload)
. = ..()
updateVisibility(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)
updateVisibility(src, 0)