light_source
Vars | |
applied | Whether we have applied our light yet or not. |
---|---|
effect_str | List used to store how much we're affecting corners. |
light_color | The colour of the light, string, decomposed by parse_light_color() |
light_falloff_curve | Adjusts curve for falloff gradient |
light_inner_range | The range of the emitted light. |
light_outer_range | Range where light begins to taper into darkness in tiles. |
light_power | Intensity of the emitter light. |
needs_update | whether we are to be added to SSlighting's sources_queue list for an update |
pixel_turf | The turf the top_atom appears to over. |
source_atom | The atom that we belong to. |
source_turf | The turf under the source atom. |
top_atom | The atom we're emitting light from (for example a mob if we're from a flashlight that's being held). |
Procs | |
add_to_light_sources | add this light source to new_atom_host's light_sources list. updating movement registrations as needed |
remove_from_light_sources | remove this light source from old_atom_host's light_sources list, unsetting movement registrations |
remove_lum | This is the define used to calculate falloff. |
update | This proc will cause the light source to update the top atom, and add itself to the update queue. |
update_host_lights | signal handler for when our host atom moves and we need to update our effects |
Var Details
applied
Whether we have applied our light yet or not.
effect_str
List used to store how much we're affecting corners.
light_color
The colour of the light, string, decomposed by parse_light_color()
light_falloff_curve
Adjusts curve for falloff gradient
light_inner_range
The range of the emitted light.
light_outer_range
Range where light begins to taper into darkness in tiles.
light_power
Intensity of the emitter light.
needs_update
whether we are to be added to SSlighting's sources_queue list for an update
pixel_turf
The turf the top_atom appears to over.
source_atom
The atom that we belong to.
source_turf
The turf under the source atom.
top_atom
The atom we're emitting light from (for example a mob if we're from a flashlight that's being held).
Proc Details
add_to_light_sources
add this light source to new_atom_host's light_sources list. updating movement registrations as needed
remove_from_light_sources
remove this light source from old_atom_host's light_sources list, unsetting movement registrations
remove_lum
This is the define used to calculate falloff.
update
This proc will cause the light source to update the top atom, and add itself to the update queue.
update_host_lights
signal handler for when our host atom moves and we need to update our effects