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fix of renaming
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Deleted user committed Jul 17, 2024
1 parent 24a99a6 commit 9e17bcf
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Showing 4 changed files with 30 additions and 30 deletions.
2 changes: 1 addition & 1 deletion code/__DEFINES/lighting.dm
Original file line number Diff line number Diff line change
Expand Up @@ -119,7 +119,7 @@ do { \
#define LIGHTING_CHECK_UPDATE 2
#define LIGHTING_FORCE_UPDATE 3

//Sunlight states
//Global Light states
#define SKY_BLOCKED 0
#define SKY_VISIBLE 1
#define SKY_VISIBLE_BORDER 2
2 changes: 1 addition & 1 deletion code/__DEFINES/subsystems.dm
Original file line number Diff line number Diff line change
Expand Up @@ -208,7 +208,7 @@
#define SS_PRIORITY_PING 10
#define SS_PRIORITY_INFLUXMCSTATS 9
#define SS_PRIORITY_INFLUXSTATS 8
#define SS_PRIORITY_SUNLIGHTING 7
#define SS_PRIORITY_GLOBAL_LIGHTING 7
#define SS_PRIORITY_PLAYTIME 5
#define SS_PRIORITY_PERFLOGGING 4
#define SS_PRIORITY_GARBAGE 2
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6 changes: 3 additions & 3 deletions code/controllers/subsystem/global_light.dm
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#define WAIT_SUNLIGHT_READY while(!SSglobal_light.initialized) {stoplag();}
#define WAIT_GLOBAL_LIGHT_READY while(!SSglobal_light.initialized) {stoplag();}

/datum/time_of_day
var/name = ""
Expand Down Expand Up @@ -80,9 +80,9 @@ GLOBAL_LIST_EMPTY(global_light_queue_corner)
GLOBAL_LIST_EMPTY(weather_planes_need_vis)

SUBSYSTEM_DEF(global_light)
name = "Sun Lighting"
name = "Global Lighting"
wait = 2 SECONDS
priority = SS_PRIORITY_SUNLIGHTING
priority = SS_PRIORITY_GLOBAL_LIGHTING
flags = SS_TICKER

var/atom/movable/sun_color
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50 changes: 25 additions & 25 deletions code/modules/lighting/sun/turf.dm
Original file line number Diff line number Diff line change
Expand Up @@ -3,10 +3,10 @@

/*
Sunlight System
Global Light System
Objects + Details
Sunlight Objects (this file)
Global Light Objects (this file)
- Grayscale version of lighting_object
- Has 3 states
- SKY_BLOCKED (0)
Expand Down Expand Up @@ -265,61 +265,61 @@ Sunlight System
pseudo_roof = null

var/atom/movable/outdoor_effect/effect
var/list/SunlightUpdates = list()
var/list/GlobalLightUpdates = list()

//Add ourselves (we might not have corners initialized, and this handles it)
SunlightUpdates += src
GlobalLightUpdates += src

//AHHHHGGGGGHHHHHHHHHHHHHHH
if(lighting_corner_NE)
if(lighting_corner_NE.master_NE)
SunlightUpdates |= lighting_corner_NE.master_NE
GlobalLightUpdates |= lighting_corner_NE.master_NE
if(lighting_corner_NE.master_SE)
SunlightUpdates |= lighting_corner_NE.master_SE
GlobalLightUpdates |= lighting_corner_NE.master_SE
if(lighting_corner_NE.master_SW)
SunlightUpdates |= lighting_corner_NE.master_SW
GlobalLightUpdates |= lighting_corner_NE.master_SW
if(lighting_corner_NE.master_NW)
SunlightUpdates |= lighting_corner_NE.master_NW
GlobalLightUpdates |= lighting_corner_NE.master_NW
for(effect in lighting_corner_NE.glob_affect)
SunlightUpdates |= effect.source_turf
GlobalLightUpdates |= effect.source_turf

if(lighting_corner_SE)
if(lighting_corner_SE.master_NE)
SunlightUpdates |= lighting_corner_SE.master_NE
GlobalLightUpdates |= lighting_corner_SE.master_NE
if(lighting_corner_SE.master_SE)
SunlightUpdates |= lighting_corner_SE.master_SE
GlobalLightUpdates |= lighting_corner_SE.master_SE
if(lighting_corner_SE.master_SW)
SunlightUpdates |= lighting_corner_SE.master_SW
GlobalLightUpdates |= lighting_corner_SE.master_SW
if(lighting_corner_SE.master_NW)
SunlightUpdates |= lighting_corner_SE.master_NW
GlobalLightUpdates |= lighting_corner_SE.master_NW
for(effect in lighting_corner_SE.glob_affect)
SunlightUpdates |= effect.source_turf
GlobalLightUpdates |= effect.source_turf

if(lighting_corner_SW)
if(lighting_corner_SW.master_NE)
SunlightUpdates |= lighting_corner_SW.master_NE
GlobalLightUpdates |= lighting_corner_SW.master_NE
if(lighting_corner_SW.master_SE)
SunlightUpdates |= lighting_corner_SW.master_SE
GlobalLightUpdates |= lighting_corner_SW.master_SE
if(lighting_corner_SW.master_SW)
SunlightUpdates |= lighting_corner_SW.master_SW
GlobalLightUpdates |= lighting_corner_SW.master_SW
if(lighting_corner_SW.master_NW)
SunlightUpdates |= lighting_corner_SW.master_NW
GlobalLightUpdates |= lighting_corner_SW.master_NW
for(effect in lighting_corner_SW.glob_affect)
SunlightUpdates |= effect.source_turf
GlobalLightUpdates |= effect.source_turf

if(lighting_corner_NW)
if(lighting_corner_NW.master_NE)
SunlightUpdates |= lighting_corner_NW.master_NE
GlobalLightUpdates |= lighting_corner_NW.master_NE
if(lighting_corner_NW.master_SE)
SunlightUpdates |= lighting_corner_NW.master_SE
GlobalLightUpdates |= lighting_corner_NW.master_SE
if(lighting_corner_NW.master_SW)
SunlightUpdates |= lighting_corner_NW.master_SW
GlobalLightUpdates |= lighting_corner_NW.master_SW
if(lighting_corner_NW.master_NW)
SunlightUpdates |= lighting_corner_NW.master_NW
GlobalLightUpdates |= lighting_corner_NW.master_NW
for(effect in lighting_corner_NW.glob_affect)
SunlightUpdates |= effect.source_turf
GlobalLightUpdates |= effect.source_turf

GLOB.global_light_queue_work |= SunlightUpdates
GLOB.global_light_queue_work |= GlobalLightUpdates

var/turf/turf = SSmapping.get_turf_below(src)
if(turf)
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