code/__DEFINES/lighting.dm 
NO_LIGHT_SUPPORT | Object doesn't use any of the light systems. Should be changed to add a light source to the object. |
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STATIC_LIGHT | Light made with the lighting datums, applying a matrix. |
MOVABLE_LIGHT | Light made by masking the lighting darkness plane. |
MOVABLE_LIGHT_DIRECTIONAL | Light made by masking the lighting darkness plane, and is directional. |
LIGHT_ATTACHED | Is a movable light source attached to another movable (its loc), meaning that the lighting component should go one level deeper. |
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 |
EMISSIVE_APPEARANCE_FLAGS | A set of appearance flags applied to all emissive and emissive blocker overlays. |
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. |
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.