/var/list/all_lighting_overlays = list() // Global list of lighting overlays. /atom/movable/lighting_overlay name = "" anchored = TRUE icon = LIGHTING_ICON color = LIGHTING_BASE_MATRIX mouse_opacity = 0 layer = LIGHTING_LAYER invisibility = INVISIBILITY_LIGHTING blend_mode = BLEND_MULTIPLY var/needs_update = FALSE /atom/movable/lighting_overlay/New(var/atom/loc, var/no_update = FALSE) . = ..() verbs.Cut() global.all_lighting_overlays += src var/turf/T = loc // If this runtimes atleast we'll know what's creating overlays in things that aren't turfs. T.lighting_overlay = src T.luminosity = 0 for(var/turf/open/space/S in RANGE_TURFS(1,src)) //RANGE_TURFS is in code\__HELPERS\game.dm S.update_starlight() if (no_update) return update_overlay() /atom/movable/lighting_overlay/Destroy(var/force) if (force) global.all_lighting_overlays -= src global.lighting_update_overlays -= src global.lighting_update_overlays_old -= src var/turf/T = loc if (istype(T)) T.lighting_overlay = null T.luminosity = 1 ..() return QDEL_HINT_PUTINPOOL else // Fuck you! return QDEL_HINT_LETMELIVE /atom/movable/lighting_overlay/proc/update_overlay() var/turf/T = loc if (!istype(T)) // Erm... if (loc) warning("A lighting overlay realised its loc was NOT a turf (actual loc: [loc], [loc.type]) in update_overlay() and got pooled!") else warning("A lighting overlay realised it was in nullspace in update_overlay() and got pooled!") qdel(src, TRUE) return // To the future coder who sees this and thinks // "Why didn't he just use a loop?" // Well my man, it's because the loop performed like shit. // And there's no way to improve it because // without a loop you can make the list all at once which is the fastest you're gonna get. // Oh it's also shorter line wise. // Including with these comments. // See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are. // No I seriously cannot think of a more efficient method, fuck off Comic. var/datum/lighting_corner/cr = T.corners[3] || dummy_lighting_corner var/datum/lighting_corner/cg = T.corners[2] || dummy_lighting_corner var/datum/lighting_corner/cb = T.corners[4] || dummy_lighting_corner var/datum/lighting_corner/ca = T.corners[1] || dummy_lighting_corner var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx) color = list( cr.cache_r, cr.cache_g, cr.cache_b, 0, cg.cache_r, cg.cache_g, cg.cache_b, 0, cb.cache_r, cb.cache_g, cb.cache_b, 0, ca.cache_r, ca.cache_g, ca.cache_b, 0, 0, 0, 0, 1 ) luminosity = max > LIGHTING_SOFT_THRESHOLD // Variety of overrides so the overlays don't get affected by weird things. /atom/movable/lighting_overlay/ex_act(severity) return 0 /atom/movable/lighting_overlay/singularity_act() return /atom/movable/lighting_overlay/singularity_pull() return /atom/movable/lighting_overlay/blob_act() return // Override here to prevent things accidentally moving around overlays. /atom/movable/lighting_overlay/forceMove(atom/destination, var/no_tp=FALSE, var/harderforce = FALSE) if(harderforce) . = ..() /atom/movable/lighting_overlay/ResetVars() color = LIGHTING_BASE_MATRIX ..("color") // Nope nope nope! /atom/movable/lighting_overlay/onShuttleMove(turf/T1, rotation) return FALSE