Fixes lighting object initialization on new zlevels.

This commit is contained in:
AnturK
2017-10-05 09:13:36 +02:00
parent 85b9ba1497
commit 1b55446f2d
2 changed files with 9 additions and 0 deletions

View File

@@ -88,3 +88,11 @@ SUBSYSTEM_DEF(lighting)
/datum/controller/subsystem/lighting/Recover()
initialized = SSlighting.initialized
..()
/datum/controller/subsystem/lighting/proc/initialize_lighting_objects(list/turfs)
for(var/turf/T in turfs)
if(!IS_DYNAMIC_LIGHTING(T))
continue
new/atom/movable/lighting_object(T)
CHECK_TICK

View File

@@ -53,6 +53,7 @@
smooth_zlevel(world.maxz)
repopulate_sorted_areas()
SSlighting.initialize_lighting_objects(block(locate(bounds[MAP_MINX], bounds[MAP_MINY], bounds[MAP_MINZ]),locate(bounds[MAP_MAXX], bounds[MAP_MAXY], bounds[MAP_MAXZ])))
//initialize things that are normally initialized after map load
initTemplateBounds(bounds)
log_game("Z-level [name] loaded at at [x],[y],[world.maxz]")