Space Station 13 - Modules - TypesDefine Details

code/__DEFINES/lighting.dm

NO_LIGHT_SUPPORTObject doesn't use any of the light systems. Should be changed to add a light source to the object.
STATIC_LIGHTLight made with the lighting datums, applying a matrix.
MOVABLE_LIGHTLight made by masking the lighting darkness plane.
MOVABLE_LIGHT_DIRECTIONALLight made by masking the lighting darkness plane, and is directional.
LIGHT_ATTACHEDIs a movable light source attached to another movable (its loc), meaning that the lighting component should go one level deeper.
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 applied to all emissive overlays.
EM_BLOCK_COLORThe color applied to all emissive blockers. Is meant to be the exact opposite of the EMMISIVE_COLOR
EMISSIVE_APPEARANCE_FLAGSA set of appearance flags applied to all emissive and emissive blocker overlays.
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.

Define Details

EMISSIVE_APPEARANCE_FLAGS

A set of appearance flags applied to all emissive and emissive blocker overlays.

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 applied to all emissive overlays.

EM_BLOCK_COLOR

The color applied to all emissive blockers. Is meant to be the exact opposite of the EMMISIVE_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

LIGHT_ATTACHED

Is a movable light source attached to another movable (its loc), meaning that the lighting component should go one level deeper.

MOVABLE_LIGHT

Light made by masking the lighting darkness plane.

MOVABLE_LIGHT_DIRECTIONAL

Light made by masking the lighting darkness plane, and is directional.

NO_LIGHT_SUPPORT

Object doesn't use any of the light systems. Should be changed to add a light source to the object.

PARSE_LIGHT_COLOR

Parse the hexadecimal color into lumcounts of each perspective.

STATIC_LIGHT

Light made with the lighting datums, applying a matrix.