Fixes non-dynamically lit areas being pitch black

Fixes #25179 (Legitimate closing of a pull request, thanks for this bug github)
Fixes #25164
This commit is contained in:
MrPerson
2017-03-16 21:30:06 -07:00
parent a0f6bc37ad
commit b71e89ce10
3 changed files with 6 additions and 1 deletions

View File

@@ -96,7 +96,8 @@ var/datum/controller/subsystem/processing/overlays/SSoverlays
new_overlays[i] = icon2appearance(cached_overlay)
else //image probable
appearance_bro.appearance = cached_overlay
appearance_bro.dir = cached_overlay.dir
if(!ispath(cached_overlay))
appearance_bro.dir = cached_overlay.dir
new_overlays[i] = appearance_bro.appearance
return new_overlays

View File

@@ -123,6 +123,9 @@ var/list/teleportlocs = list()
blend_mode = BLEND_MULTIPLY // Putting this in the constructor so that it stops the icons being screwed up in the map editor.
if(!IS_DYNAMIC_LIGHTING(src))
add_overlay(/obj/effect/fullbright)
/area/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()

View File

@@ -9,6 +9,7 @@
dynamic_lighting = new_dynamic_lighting
if (IS_DYNAMIC_LIGHTING(src))
cut_overlay(/obj/effect/fullbright)
for (var/turf/T in area_contents(src))
if (IS_DYNAMIC_LIGHTING(T))
T.lighting_build_overlay()