code/__DEFINES/lighting.dm ![code/__DEFINES/lighting.dm0](git.png)
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. |
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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. |
GETREDPART | Returns the red part of a #RRGGBB hex sequence as number |
GETGREENPART | Returns the green part of a #RRGGBB hex sequence as number |
GETBLUEPART | Returns the blue part of a #RRGGBB hex sequence as number |
PARSE_LIGHT_COLOR | Parse the hexadecimal color into lumcounts of each perspective. |
PIPECRAWL_IMAGES_PLANE | ---------------- MISC ----------------------- Pipecrawling images |
HIGH_GAME_PLANE | Anything 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_LAYER | 1000 is an unimportant number, it's just to normalize copied layers |
TOOLTIP_LAYER | Layer for tooltips |
CINEMATIC_LAYER | cinematics are "below" the splash screen |
PLANE_MASTERS_COLORBLIND | Plane master controller keys |
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 |
Define Details
CINEMATIC_LAYER ![code/__DEFINES/lighting.dm 188](git.png)
cinematics are "below" the splash screen
EMISSIVE_BLOCK_GENERIC ![code/__DEFINES/lighting.dm 64](git.png)
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 ![code/__DEFINES/lighting.dm 66](git.png)
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 ![code/__DEFINES/lighting.dm 69](git.png)
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 ![code/__DEFINES/lighting.dm 73](git.png)
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 ![code/__DEFINES/lighting.dm 77](git.png)
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 ![code/__DEFINES/lighting.dm 88](git.png)
Returns the blue part of a #RRGGBB hex sequence as number
GETGREENPART ![code/__DEFINES/lighting.dm 85](git.png)
Returns the green part of a #RRGGBB hex sequence as number
GETREDPART ![code/__DEFINES/lighting.dm 82](git.png)
Returns the red part of a #RRGGBB hex sequence as number
HIGH_GAME_PLANE ![code/__DEFINES/lighting.dm 132](git.png)
Anything that wants to be part of the game plane, but also wants to draw above literally everything else
MAX_EXPECTED_Z_DEPTH ![code/__DEFINES/lighting.dm 198](git.png)
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 ![code/__DEFINES/lighting.dm 91](git.png)
Parse the hexadecimal color into lumcounts of each perspective.
PIPECRAWL_IMAGES_PLANE ![code/__DEFINES/lighting.dm 129](git.png)
---------------- MISC ----------------------- Pipecrawling images
PLANE_MASTERS_COLORBLIND ![code/__DEFINES/lighting.dm 191](git.png)
Plane master controller keys
RADIAL_CONTENT_LAYER ![code/__DEFINES/lighting.dm 182](git.png)
1000 is an unimportant number, it's just to normalize copied layers
RUNECHAT_PLANE ![code/__DEFINES/lighting.dm 137](git.png)
--------------- FULLSCREEN RUNECHAT BUBBLES ------------ Popup Chat Messages
TOOLTIP_LAYER ![code/__DEFINES/lighting.dm 185](git.png)
Layer for tooltips
TYPING_LAYER ![code/__DEFINES/lighting.dm 179](git.png)
--------------- SOUND EFFECT VISUALS ------------ Bubble for typing indicators