Space Station 13 - Modules - TypesDefine Details

code/__DEFINES/lighting.dm

EMISSIVE_BLOCK_GENERICUses vis_overlays to leverage caching so that very few new items need to be made for the overlay. For anything that doesn't change outline or opaque area much or at all.
EMISSIVE_BLOCK_UNIQUEUses a dedicated render_target object to copy the entire appearance in real time to the blocking layer. For things that can change in appearance a lot from the base state, like humans.
EMISSIVE_COLORThe color matrix applied to all emissive overlays. Should be solely dependent on alpha and not have RGB overlap with EM_BLOCK_COLOR.
EM_BLOCK_COLORThe color matrix applied to all emissive blockers. Should be solely dependent on alpha and not have RGB overlap with EMISSIVE_COLOR.
EM_MASK_MATRIXThe color matrix used to mask out emissive blockers on the emissive plane. Alpha should default to zero, be solely dependent on the RGB value of EMISSIVE_COLOR, and be independant of the RGB value of EM_BLOCK_COLOR.
GETREDPARTReturns the red part of a #RRGGBB hex sequence as number
GETGREENPARTReturns the green part of a #RRGGBB hex sequence as number
GETBLUEPARTReturns the blue part of a #RRGGBB hex sequence as number
PARSE_LIGHT_COLORParse the hexadecimal color into lumcounts of each perspective.
PIPECRAWL_IMAGES_PLANE---------------- MISC ----------------------- Pipecrawling images
HIGH_GAME_PLANEAnything that wants to be part of the game plane, but also wants to draw above literally everything else
RUNECHAT_PLANE--------------- FULLSCREEN RUNECHAT BUBBLES ------------ Popup Chat Messages
TYPING_LAYER--------------- SOUND EFFECT VISUALS ------------ Bubble for typing indicators
RADIAL_CONTENT_LAYER1000 is an unimportant number, it's just to normalize copied layers
TOOLTIP_LAYERLayer for tooltips
CINEMATIC_LAYERcinematics are "below" the splash screen
PLANE_MASTERS_COLORBLINDPlane master controller keys
MAX_EXPECTED_Z_DEPTHWe expect at most 11 layers of multiz Increment this define if you make a huge map. We unit test for it too just to make it easy for you If you modify this, you'll need to modify the tsx file too

Define Details

CINEMATIC_LAYER

cinematics are "below" the splash screen

EMISSIVE_BLOCK_GENERIC

Uses vis_overlays to leverage caching so that very few new items need to be made for the overlay. For anything that doesn't change outline or opaque area much or at all.

EMISSIVE_BLOCK_UNIQUE

Uses a dedicated render_target object to copy the entire appearance in real time to the blocking layer. For things that can change in appearance a lot from the base state, like humans.

EMISSIVE_COLOR

The color matrix applied to all emissive overlays. Should be solely dependent on alpha and not have RGB overlap with EM_BLOCK_COLOR.

EM_BLOCK_COLOR

The color matrix applied to all emissive blockers. Should be solely dependent on alpha and not have RGB overlap with EMISSIVE_COLOR.

EM_MASK_MATRIX

The color matrix used to mask out emissive blockers on the emissive plane. Alpha should default to zero, be solely dependent on the RGB value of EMISSIVE_COLOR, and be independant of the RGB value of EM_BLOCK_COLOR.

GETBLUEPART

Returns the blue part of a #RRGGBB hex sequence as number

GETGREENPART

Returns the green part of a #RRGGBB hex sequence as number

GETREDPART

Returns the red part of a #RRGGBB hex sequence as number

HIGH_GAME_PLANE

Anything that wants to be part of the game plane, but also wants to draw above literally everything else

MAX_EXPECTED_Z_DEPTH

We expect at most 11 layers of multiz Increment this define if you make a huge map. We unit test for it too just to make it easy for you If you modify this, you'll need to modify the tsx file too

PARSE_LIGHT_COLOR

Parse the hexadecimal color into lumcounts of each perspective.

PIPECRAWL_IMAGES_PLANE

---------------- MISC ----------------------- Pipecrawling images

PLANE_MASTERS_COLORBLIND

Plane master controller keys

RADIAL_CONTENT_LAYER

1000 is an unimportant number, it's just to normalize copied layers

RUNECHAT_PLANE

--------------- FULLSCREEN RUNECHAT BUBBLES ------------ Popup Chat Messages

TOOLTIP_LAYER

Layer for tooltips

TYPING_LAYER

--------------- SOUND EFFECT VISUALS ------------ Bubble for typing indicators