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Merge pull request tgstation#906 from Giacomand/blueprint_fix
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Blueprint areas will now have dynamic lighting.
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Cheridan committed Jul 12, 2013
2 parents 5687bf3 + 1dacc17 commit e27d004
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Showing 2 changed files with 8 additions and 0 deletions.
6 changes: 6 additions & 0 deletions code/controllers/_DynamicAreaLighting_TG.dm
Original file line number Diff line number Diff line change
Expand Up @@ -252,6 +252,12 @@ area

overlays += lighting_overlay

proc/SetDynamicLighting()

src.lighting_use_dynamic = 1
for(var/turf/T in src.contents)
T.update_lumcount(0)

proc/InitializeLighting() //TODO: could probably improve this bit ~Carn
if(!tag) tag = "[type]"
if(!lighting_use_dynamic)
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2 changes: 2 additions & 0 deletions code/game/objects/items/blueprints.dm
Original file line number Diff line number Diff line change
Expand Up @@ -131,6 +131,8 @@ move an amendment</a> to the drawing.</p>
A.power_environ = 0
A.always_unpowered = 0
move_turfs_to_area(turfs, A)
A.SetDynamicLighting()

spawn(5)
//ma = A.master ? "[A.master]" : "(null)"
//world << "DEBUG: create_area(5): <br>A.name=[A.name]<br>A.tag=[A.tag]<br>A.master=[ma]"
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