lighting
Vars | |
corner_queue | lighting corners queued for update. |
---|---|
light_queue | lighting sources queued for update. |
overlay_queue | lighting overlays queued for update. |
Procs | |
Initialize | Generate overlays for all Zlevels and then fire normally |
InitializeTurfs | Initialize a set of turfs (for example as part of loading a map template) It's safe to pass a list of non-turfs to this list - it'll only check turfs. |
InitializeZlev | Go over turfs thay may be dynamically lit and add a lighting overlay if they don't have one. Then do the same for turfs that may be ambient lit. |
fire | Go over light queue and update corners as needed Go over light corner queue and update overlays as needed Go over overlay queue and update as needed |
Var Details
corner_queue
lighting corners queued for update.
light_queue
lighting sources queued for update.
overlay_queue
lighting overlays queued for update.
Proc Details
Initialize
Generate overlays for all Zlevels and then fire normally
InitializeTurfs
Initialize a set of turfs (for example as part of loading a map template) It's safe to pass a list of non-turfs to this list - it'll only check turfs.
InitializeZlev
Go over turfs thay may be dynamically lit and add a lighting overlay if they don't have one. Then do the same for turfs that may be ambient lit.
Parameters:
zlev
int - z-level index
fire
Go over light queue and update corners as needed Go over light corner queue and update overlays as needed Go over overlay queue and update as needed