byond - 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.
HYBRID_LIGHTA mix of the above, cheaper on moving items than dynamic, but heavier on rendering than movable
DIRECTIONAL_LIGHTPointy light
LIGHTING_ICON_BIGicon used for lighting shading effects
LIGHTING_PLANE_ALPHA_YAUTJAThe dim natural vision of Yautja
EMISSIVE_BLOCK_GENERICUses vis_overlays to leverage caching so that very few new items need to be made for the overlay. For anything that doesn't change outline or opaque area much or at all.
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 matrix applied to all emissive overlays. Should be solely dependent on alpha and not have RGB overlap with EM_BLOCK_COLOR.
EM_BLOCK_COLORThe color matrix applied to all emissive blockers. Should be solely dependent on alpha and not have RGB overlap with EMISSIVE_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 independent 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.
LIGHTING_SOFT_THRESHOLDIf the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting objects. Set to zero to disable soft lighting. Luminosity changes then work if it's lit at all.

Define Details

DIRECTIONAL_LIGHT

Pointy light

EMISSIVE_APPEARANCE_FLAGS

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

EMISSIVE_BLOCK_GENERIC

Uses vis_overlays to leverage caching so that very few new items need to be made for the overlay. For anything that doesn't change outline or opaque area much or at all.

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 matrix applied to all emissive overlays. Should be solely dependent on alpha and not have RGB overlap with EM_BLOCK_COLOR.

EM_BLOCK_COLOR

The color matrix applied to all emissive blockers. Should be solely dependent on alpha and not have RGB overlap with EMISSIVE_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 independent 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

HYBRID_LIGHT

A mix of the above, cheaper on moving items than dynamic, but heavier on rendering than movable

LIGHTING_ICON_BIG

icon used for lighting shading effects

LIGHTING_PLANE_ALPHA_YAUTJA

The dim natural vision of Yautja

LIGHTING_SOFT_THRESHOLD

If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting objects. Set to zero to disable soft lighting. Luminosity changes then work if it's lit at all.

MOVABLE_LIGHT

Light made by masking the lighting darkness plane.

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.