/proc/create_all_lighting_overlays() for (var/zlevel = 1 to world.maxz) create_lighting_overlays_zlevel(zlevel) /proc/create_lighting_overlays_zlevel(var/zlevel) ASSERT(zlevel) for (var/turf/T in block(locate(1, 1, zlevel), locate(world.maxx, world.maxy, zlevel))) if (!IS_DYNAMIC_LIGHTING(T)) continue var/area/A = T.loc if (!IS_DYNAMIC_LIGHTING(A)) continue PoolOrNew(/atom/movable/lighting_overlay, list(T, TRUE))