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
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@@ -6,6 +6,7 @@
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var/atom/source_atom // The atom that we belong to.
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var/turf/source_turf // The turf under the above.
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var/turf/pixel_turf // The turf the top_atom appears to over.
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var/light_power // Intensity of the emitter light.
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var/light_range // The range of the emitted light.
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var/light_color // The colour of the light, string, decomposed by parse_light_color()
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@@ -44,6 +45,8 @@
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top_atom.light_sources += src
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source_turf = top_atom
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pixel_turf = get_turf_pixel(top_atom) || source_turf
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light_power = source_atom.light_power
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light_range = source_atom.light_range
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light_color = source_atom.light_color
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@@ -62,13 +65,9 @@
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destroyed = TRUE
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force_update()
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if (source_atom)
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if (source_atom.light == src)
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source_atom.light = null
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source_atom.light_sources -= src
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if (source_atom.light_sources)
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source_atom.light_sources -= src
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if (top_atom && top_atom.light_sources)
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if (top_atom)
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top_atom.light_sources -= src
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// Fuck supporting force.
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@@ -76,61 +75,41 @@
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destroy()
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return QDEL_HINT_IWILLGC
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#ifdef LIGHTING_INSTANT_UPDATES
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/datum/light_source/proc/effect_update()
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if (check() || destroyed || force_update)
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remove_lum()
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if (!destroyed)
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apply_lum()
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else if (vis_update) // We smartly update only tiles that became (in) visible to use.
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smart_vis_update()
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vis_update = FALSE
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force_update = FALSE
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needs_update = FALSE
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#else
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// Call it dirty, I don't care.
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// This is here so there's no performance loss on non-instant updates from the fact that the engine can also do instant updates.
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// If you're wondering what's with the "BYOND" argument: BYOND won't let me have a () macro that has no arguments :|.
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#define effect_update(BYOND) \
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// Yes this doesn't align correctly on anything other than 4 width tabs.
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// If you want it to go switch everybody to elastic tab stops.
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// Actually that'd be great if you could!
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#define EFFECT_UPDATE \
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if (!needs_update) \
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{ \
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lighting_update_lights += src; \
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needs_update = TRUE; \
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}
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#endif
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// This proc will cause the light source to update the top atom, and add itself to the update queue.
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/datum/light_source/proc/update(var/atom/new_top_atom)
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// This top atom is different.
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if (new_top_atom && new_top_atom != top_atom)
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if(top_atom != source_atom) // Remove ourselves from the light sources of that top atom.
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if(top_atom != source_atom && top_atom.light_sources) // Remove ourselves from the light sources of that top atom.
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top_atom.light_sources -= src
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top_atom = new_top_atom
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if (top_atom != source_atom)
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if(!top_atom.light_sources)
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top_atom.light_sources = list()
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LAZYADD(top_atom.light_sources, src) // Add ourselves to the light sources of our new top atom.
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top_atom.light_sources += src // Add ourselves to the light sources of our new top atom.
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effect_update(null)
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EFFECT_UPDATE
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// Will force an update without checking if it's actually needed.
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/datum/light_source/proc/force_update()
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force_update = 1
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effect_update(null)
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EFFECT_UPDATE
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// Will cause the light source to recalculate turfs that were removed or added to visibility only.
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/datum/light_source/proc/vis_update()
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vis_update = 1
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effect_update(null)
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EFFECT_UPDATE
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// Will check if we actually need to update, and update any variables that may need to be updated.
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/datum/light_source/proc/check()
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@@ -142,13 +121,20 @@
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top_atom = source_atom
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. = 1
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if (istype(top_atom, /turf))
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if (isturf(top_atom))
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if (source_turf != top_atom)
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source_turf = top_atom
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pixel_turf = source_turf
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. = 1
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else if (top_atom.loc != source_turf)
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source_turf = top_atom.loc
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pixel_turf = get_turf_pixel(top_atom)
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. = 1
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else
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var/P = get_turf_pixel(top_atom)
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if (P != pixel_turf)
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. = 1
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pixel_turf = get_turf_pixel(top_atom)
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if (source_atom.light_power != light_power)
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light_power = source_atom.light_power
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@@ -182,9 +168,9 @@
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// If you're wondering what's with the backslashes, the backslashes cause BYOND to not automatically end the line.
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// As such this all gets counted as a single line.
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// The braces and semicolons are there to be able to do this on a single line.
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#define LUM_FALLOFF(C, T) (1 - CLAMP01(sqrt((C.x - T.x) ** 2 + (C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
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#define APPLY_CORNER(C) \
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. = LUM_FALLOFF(C, source_turf); \
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. = LUM_FALLOFF(C, pixel_turf); \
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\
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. *= light_power; \
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\
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@@ -208,7 +194,7 @@
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);
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// This is the define used to calculate falloff.
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#define LUM_FALLOFF(C, T) (1 - CLAMP01(sqrt((C.x - T.x) ** 2 + (C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
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/datum/light_source/proc/apply_lum()
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var/static/update_gen = 1
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@@ -218,46 +204,46 @@
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applied_lum_r = lum_r
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applied_lum_g = lum_g
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applied_lum_b = lum_b
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FOR_DVIEW(var/turf/T, light_range, source_turf, INVISIBILITY_LIGHTING)
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var/thing
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var/datum/lighting_corner/C
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FOR_DVIEW(var/turf/T, light_range+1, source_turf, INVISIBILITY_LIGHTING)
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if (!T.lighting_corners_initialised)
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T.generate_missing_corners()
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for (var/datum/lighting_corner/C in T.get_corners())
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for (thing in T.get_corners())
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C = thing
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if (C.update_gen == update_gen)
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continue
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C.update_gen = update_gen
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C.affecting += src
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LAZYADD(C.affecting,src)
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if (!C.active)
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effect_str[C] = 0
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continue
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APPLY_CORNER(C)
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if (!T.affecting_lights)
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T.affecting_lights = list()
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T.affecting_lights += src
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LAZYADD(T.affecting_lights, src)
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affecting_turfs += T
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update_gen++
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/datum/light_source/proc/remove_lum()
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applied = FALSE
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for (var/turf/T in affecting_turfs)
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if (!T.affecting_lights)
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T.affecting_lights = list()
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else
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T.affecting_lights -= src
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var/thing
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for (thing in affecting_turfs)
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var/turf/T = thing
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LAZYREMOVE(T.affecting_lights, src)
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affecting_turfs.Cut()
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for (var/datum/lighting_corner/C in effect_str)
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var/datum/lighting_corner/C
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for (thing in effect_str)
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C = thing
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REMOVE_CORNER(C)
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C.affecting -= src
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LAZYREMOVE(C.affecting, src)
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effect_str.Cut()
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@@ -270,38 +256,48 @@
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/datum/light_source/proc/smart_vis_update()
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var/list/datum/lighting_corner/corners = list()
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var/list/turf/turfs = list()
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FOR_DVIEW(var/turf/T, light_range, source_turf, 0)
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var/thing
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var/datum/lighting_corner/C
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var/turf/T
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FOR_DVIEW(T, light_range+1, source_turf, 0)
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if (!T.lighting_corners_initialised)
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T.generate_missing_corners()
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corners |= T.get_corners()
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turfs += T
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for (thing in T.get_corners(source_turf))
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C = thing
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corners[C] = 0
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turfs += T
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var/list/L = turfs - affecting_turfs // New turfs, add us to the affecting lights of them.
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affecting_turfs += L
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for (var/turf/T in L)
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if (!T.affecting_lights)
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T.affecting_lights = list(src)
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else
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T.affecting_lights += src
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for (thing in L)
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T = thing
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LAZYADD(T.affecting_lights, src)
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L = affecting_turfs - turfs // Now-gone turfs, remove us from the affecting lights.
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affecting_turfs -= L
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for (var/turf/T in L)
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T.affecting_lights -= src
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for (thing in L)
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T = thing
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LAZYREMOVE(T.affecting_lights, src)
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for (var/datum/lighting_corner/C in corners - effect_str) // New corners
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C.affecting += src
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for (thing in corners - effect_str) // New corners
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C = thing
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LAZYADD(C.affecting, src)
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if (!C.active)
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effect_str[C] = 0
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continue
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APPLY_CORNER(C)
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for (var/datum/lighting_corner/C in effect_str - corners) // Old, now gone, corners.
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for (thing in effect_str - corners) // Old, now gone, corners.
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C = thing
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REMOVE_CORNER(C)
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C.affecting -= src
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LAZYREMOVE(C.affecting, src)
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effect_str -= C
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#undef effect_update
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#undef EFFECT_UPDATE
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#undef LUM_FALLOFF
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#undef REMOVE_CORNER
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#undef APPLY_CORNER
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