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. |
|---|---|
| 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. |
| 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. |
| 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
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.