SS1984 - 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.
LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLEFor lighting alpha, small amounts lead to big changes. even at 128 its hard to figure out what is dark and what is light, at 64 you almost can't even tell.
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

LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE

For lighting alpha, small amounts lead to big changes. even at 128 its hard to figure out what is dark and what is light, at 64 you almost can't even tell.

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.