code/__DEFINES/lighting_defines.dm
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
PARSE_LIGHT_COLOR
Parse the hexadecimal color into lumcounts of each perspective.