code/__HELPERS/_planes.dm ![code/__HELPERS/_planes.dm0](git.png)
SET_PLANE | Takes an atom to change the plane of, a new plane value, and something that can be used as a reference to a z level as input Modifies the new value to match the plane we actually want. Note, if you pass in an already offset plane the offsets will add up Use PLANE_TO_TRUE() to avoid this |
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MUTATE_PLANE | Takes a plane and a z reference, and offsets the plane by the mutation The SSmapping.max_plane_offset bit here is technically redundant, but saves a bit of work in the base case And the base case is important to me. Non multiz shouldn't get hit too bad by this code |
GET_TURF_PLANE_OFFSET | Takes a z reference that we are unsure of, sanity checks it Returns either its offset, or 0 if it's not a valid ref |
GET_Z_PLANE_OFFSET | Essentially just an unsafe version of GET_TURF_PLANE_OFFSET() Takes a z value we returns its offset with a list lookup Will runtime during parts of init. Be careful :) |
GET_NEW_PLANE | Takes a plane to offset, and the multiplier to use, and well, does the offsetting Respects a blacklist we use to remove redundant plane masters, such as hud objects |
SET_PLANE_W_SCALAR | Takes an object, new plane, and multipler, and offsets the plane This is for cases where you have a multipler precalculated, and just want to use it Often an optimization, sometimes a necessity |
SET_PLANE_IMPLICIT | Implicit plane set. We take the turf from the object we're changing the plane of, and use ITS z as a spokesperson for our plane value |
GET_LOWEST_STACK_OFFSET | Takes a z level, gets the lowest plane offset in its "stack" |
PLANE_TO_TRUE | Takes a plane, returns the canonical, unoffset plane it represents |
PLANE_TO_OFFSET | Takes a plane, returns the offset it uses |
PLANE_IS_CRITICAL | Takes a plane, returns TRUE if it is of critical priority, FALSE otherwise |
TRUE_PLANE_TO_OFFSETS | Takes a true plane, returns the offset planes that would canonically represent it |
OFFSET_RENDER_TARGET | Takes a render target and an offset, returns a canonical render target string for it |
_OFFSET_RENDER_TARGET | Helper macro for the above Honestly just exists to make the pattern of render target strings more readable |
Define Details
GET_LOWEST_STACK_OFFSET ![code/__HELPERS/_planes.dm 61](git.png)
Takes a z level, gets the lowest plane offset in its "stack"
GET_NEW_PLANE ![code/__HELPERS/_planes.dm 27](git.png)
Takes a plane to offset, and the multiplier to use, and well, does the offsetting Respects a blacklist we use to remove redundant plane masters, such as hud objects
GET_TURF_PLANE_OFFSET ![code/__HELPERS/_planes.dm 19](git.png)
Takes a z reference that we are unsure of, sanity checks it Returns either its offset, or 0 if it's not a valid ref
GET_Z_PLANE_OFFSET ![code/__HELPERS/_planes.dm 23](git.png)
Essentially just an unsafe version of GET_TURF_PLANE_OFFSET() Takes a z value we returns its offset with a list lookup Will runtime during parts of init. Be careful :)
MUTATE_PLANE ![code/__HELPERS/_planes.dm 15](git.png)
Takes a plane and a z reference, and offsets the plane by the mutation The SSmapping.max_plane_offset bit here is technically redundant, but saves a bit of work in the base case And the base case is important to me. Non multiz shouldn't get hit too bad by this code
OFFSET_RENDER_TARGET ![code/__HELPERS/_planes.dm 71](git.png)
Takes a render target and an offset, returns a canonical render target string for it
PLANE_IS_CRITICAL ![code/__HELPERS/_planes.dm 67](git.png)
Takes a plane, returns TRUE if it is of critical priority, FALSE otherwise
PLANE_TO_OFFSET ![code/__HELPERS/_planes.dm 65](git.png)
Takes a plane, returns the offset it uses
PLANE_TO_TRUE ![code/__HELPERS/_planes.dm 63](git.png)
Takes a plane, returns the canonical, unoffset plane it represents
SET_PLANE ![code/__HELPERS/_planes.dm 10](git.png)
Takes an atom to change the plane of, a new plane value, and something that can be used as a reference to a z level as input Modifies the new value to match the plane we actually want. Note, if you pass in an already offset plane the offsets will add up Use PLANE_TO_TRUE() to avoid this
SET_PLANE_IMPLICIT ![code/__HELPERS/_planes.dm 38](git.png)
Implicit plane set. We take the turf from the object we're changing the plane of, and use ITS z as a spokesperson for our plane value
SET_PLANE_W_SCALAR ![code/__HELPERS/_planes.dm 34](git.png)
Takes an object, new plane, and multipler, and offsets the plane This is for cases where you have a multipler precalculated, and just want to use it Often an optimization, sometimes a necessity
TRUE_PLANE_TO_OFFSETS ![code/__HELPERS/_planes.dm 69](git.png)
Takes a true plane, returns the offset planes that would canonically represent it
_OFFSET_RENDER_TARGET ![code/__HELPERS/_planes.dm 74](git.png)
Helper macro for the above Honestly just exists to make the pattern of render target strings more readable