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https://github.com/vgstation-coders/vgstation13.git
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Cleaned fix for colored lights.
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@@ -261,7 +261,6 @@ turf/proc/update_lumcount(amount, _lcolor, removing = 0)
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l_color = currentblended // blended the remaining colors so apply it.
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else
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l_color = null // Something went wrong, no color for you.
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else
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l_color = colors[colors.len]
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else // we added a color.
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@@ -279,16 +278,11 @@ turf/proc/update_lumcount(amount, _lcolor, removing = 0)
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lighting_controller.changed_turfs += src
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lighting_changed = 1
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turf/proc/lighting_tag(var/level)
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turf/proc/lighting_tag(const/level)
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var/area/A = loc
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// pomf - If we have a lighting color that is not white, apply the new tag to seperate the areas.
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if (l_color)
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return A.tagbase + "sd_LC[level][l_color][color_lighting_lumcount]" // pomf - We append the color lighting lumcount so we can have colored lights.
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return A.tagbase + "sd_L[level]"
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turf/proc/build_lighting_area(var/tag, var/level, const/color_light)
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turf/proc/build_lighting_area(const/tag, const/level, const/color_light)
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var/area/Area = loc
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var/area/A = new Area.type() // create area if it wasn't found
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// replicate vars
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@@ -303,7 +297,7 @@ turf/proc/build_lighting_area(var/tag, var/level, const/color_light)
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A.lighting_subarea = 1
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A.lighting_space = 0 // in case it was copied from a space subarea
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if (A.l_color != l_color)
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if (l_color != A.l_color)
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A.l_color = l_color
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//color_light = min(max(round(color_lighting_lumcount, 1), 0), lighting_controller.lighting_states)
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//world << "[color_light] [color_lighting_lumcount]"
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@@ -321,13 +315,17 @@ turf/proc/shift_to_subarea()
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var/level = min(max(round(lighting_lumcount,1),0),lighting_controller.lighting_states)
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var/new_tag = lighting_tag(level)
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// pomf - If we have a lighting color that is not null, apply the new tag to seperate the areas.
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if (l_color)
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new_tag += "[l_color][color_lighting_lumcount]" // pomf - We append the color lighting lumcount so we can have colored lights.
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if(Area.tag!=new_tag) //skip if already in this area
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var/area/A = locate(new_tag) // find an appropriate area
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var/color_light = min(max(round(color_lighting_lumcount,1),0),lighting_controller.lighting_states)
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if (!A)
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A = build_lighting_area(new_tag, level, color_light)
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else if (A.l_color != l_color)
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else if (l_color != A.l_color)
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A.l_color = l_color
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//color_light = min(max(round(color_lighting_lumcount, 1), 0), lighting_controller.lighting_states)
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A.SetLightLevel(level, color_light)
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