fd44248cc1
Currently starlight applies multiple times for each space turf. This is stupid. Instead we'll only apply the brightest starlight to each tile. Looks much better. Also I moved all the lighting defines into the defines folder. Also I used some of the lazyinit defines instead of manually doing it.
16 lines
1.0 KiB
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16 lines
1.0 KiB
Plaintext
//Arbitrary lighting related stuff
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#define LIGHTING_CIRCULAR 1 //Comment this out to use old square lighting effects.
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#define LIGHTING_CAP 10 //The lumcount level at which alpha is 0 and we're fully lit.
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#define LIGHTING_CAP_FRAC (255/LIGHTING_CAP) //A precal'd variable we'll use in turf/redraw_lighting()
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#define LIGHTING_ICON 'icons/effects/alphacolors.dmi'
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#define LIGHTING_ICON_STATE ""
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#define LIGHTING_TIME 2 //Time to do any lighting change. Actual number pulled out of my ass
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#define LIGHTING_DARKEST_VISIBLE_ALPHA 250 //Anything darker than this is so dark, we'll just consider the whole tile unlit
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#define LIGHTING_LUM_FOR_FULL_BRIGHT 6 //Anything who's lum is lower then this starts off less bright.
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#define LIGHTING_MIN_RADIUS 4 //Lowest radius a light source can effect.
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//different modes that lights can operate in
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#define LIGHTING_REGULAR 1 //Apply all effects additively
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#define LIGHTING_STARLIGHT 2 //Track all starlight but only apply brightest |