Bleeding edgy refresh (#303)

* not code stuff

* other things

* global vars, defines, helpers

* onclick hud stuff, orphans, world.dm

* controllers and datums

* game folder

* everything not client/mobs in modules

* client folder

* stage 1 mob stuff

* simple animal things

* silicons

* carbon things

* ayylmaos and monkeys

* hyoomahn

* icons n shit

* sprite fixes

* compile fixes

* some fixes I cherrypicked.

* qdel fixes

* forgot brain refractors
This commit is contained in:
Poojawa
2017-03-21 11:44:10 -05:00
committed by GitHub
parent 099a6c8764
commit f67e9f6d87
1476 changed files with 344416 additions and 40694 deletions
+27 -18
View File
@@ -14,7 +14,6 @@
/atom/proc/set_light(var/l_range, var/l_power, var/l_color = NONSENSICAL_VALUE)
if(l_range > 0 && l_range < MINIMUM_USEFUL_LIGHT_RANGE)
l_range = MINIMUM_USEFUL_LIGHT_RANGE //Brings the range up to 1.4, which is just barely brighter than the soft lighting that surrounds players.
if (l_power != null)
light_power = l_power
@@ -32,7 +31,7 @@
// Creates or destroys it if needed, makes it update values, makes sure it's got the correct source turf...
/atom/proc/update_light()
set waitfor = FALSE
if (qdeleted(src))
if (QDELETED(src))
return
if (!light_power || !light_range) // We won't emit light anyways, destroy the light source.
@@ -50,17 +49,6 @@
else
light = new/datum/light_source(src, .)
// Incase any lighting vars are on in the typepath we turn the light on in New().
/atom/New()
. = ..()
if (light_power && light_range)
update_light()
if (opacity && isturf(loc))
var/turf/T = loc
T.has_opaque_atom = TRUE // No need to recalculate it in this case, it's guaranteed to be on afterwards anyways.
// Destroy our light source so we GC correctly.
/atom/Destroy()
if (light)
@@ -71,10 +59,12 @@
// If we have opacity, make sure to tell (potentially) affected light sources.
/atom/movable/Destroy()
var/turf/T = loc
if (opacity && istype(T))
T.reconsider_lights()
. = ..()
if (opacity && istype(T))
var/old_has_opaque_atom = T.has_opaque_atom
T.recalc_atom_opacity()
if (old_has_opaque_atom != T.has_opaque_atom)
T.reconsider_lights()
// Should always be used to change the opacity of an atom.
// It notifies (potentially) affected light sources so they can update (if needed).
@@ -97,7 +87,26 @@
T.reconsider_lights()
/atom/movable/Moved(atom/OldLoc, Dir) //Implemented here because forceMove() doesn't call Move()
/atom/movable/Moved(atom/OldLoc, Dir)
. = ..()
for (var/datum/light_source/L in src.light_sources) // Cycle through the light sources on this atom and tell them to update.
var/datum/light_source/L
var/thing
for (thing in light_sources) // Cycle through the light sources on this atom and tell them to update.
L = thing
L.source_atom.update_light()
/atom/vv_edit_var(var_name, var_value)
switch (var_name)
if ("light_range")
set_light(l_range=var_value)
return
if ("light_power")
set_light(l_power=var_value)
return
if ("light_color")
set_light(l_color=var_value)
return
return ..()