Fixes loading zlevels with static lighting. (#38365)

* Fixes loading zlevels with static lighting.

* Actually this whole part is unnecessary now because change turf handles the change properly now.

* Correct
This commit is contained in:
AnturK
2018-06-10 11:54:53 +02:00
committed by yogstation13-bot
parent c07c12d47f
commit b9f8dca74b
2 changed files with 1 additions and 10 deletions

View File

@@ -85,12 +85,4 @@ 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

@@ -59,7 +59,6 @@
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)
smooth_zlevel(world.maxz)