// I hate this place INITIALIZE_IMMEDIATE(/atom/movable/screen/plane_master) /atom/movable/screen/plane_master screen_loc = "CENTER" icon_state = "blank" appearance_flags = PLANE_MASTER blend_mode = BLEND_OVERLAY plane = LOWEST_EVER_PLANE /// Will be sent to the debug ui as a description for each plane /// Also useful as a place to explain to coders how/why your plane works, and what it's meant to do /// Plaintext and basic html are fine to use here. /// I'll bonk you if I find you putting "lmao stuff" in here, make this useful. var/documentation = "" /// Our real alpha value, so alpha can persist through being hidden/shown var/true_alpha = 255 /// Tracks if we're using our true alpha, or being manipulated in some other way var/alpha_enabled = TRUE /// The plane master group we're a member of, our "home" var/datum/plane_master_group/home /// If our plane master allows for offsetting /// Mostly used for planes that really don't need to be duplicated, like the hud planes var/allows_offsetting = TRUE /// Our offset from our "true" plane, see below var/offset /// When rendering multiz, lower levels get their own set of plane masters /// Real plane here represents the "true" plane value of something, ignoring the offset required to handle lower levels var/real_plane //--rendering relay vars-- /// list of planes we will relay this plane's render to var/list/render_relay_planes = list(RENDER_PLANE_GAME) /// blend mode to apply to the render relay in case you dont want to use the plane_masters blend_mode var/blend_mode_override /// list of current relays this plane is utilizing to render var/list/atom/movable/render_plane_relay/relays = list() /// if render relays have already be generated var/relays_generated = FALSE /// If this plane master should be hidden from the player at roundstart /// We do this so PMs can opt into being temporary, to reduce load on clients var/start_hidden = FALSE /// If this plane master is being forced to hide. /// Hidden PMs will dump ANYTHING relayed or drawn onto them. Be careful with this /// Remember: a hidden plane master will dump anything drawn directly to it onto the output render. It does NOT hide its contents /// Use alpha for that var/force_hidden = FALSE /// If this plane should be scaled by multiz /// Planes with this set should NEVER be relay'd into each other, as that will cause visual fuck var/multiz_scaled = TRUE /atom/movable/screen/plane_master/Initialize(mapload, datum/plane_master_group/home, offset = 0) . = ..() src.offset = offset true_alpha = alpha real_plane = plane if(!set_home(home)) return INITIALIZE_HINT_QDEL update_offset() if(!documentation && !(istype(src, /atom/movable/screen/plane_master) || istype(src, /atom/movable/screen/plane_master/rendering_plate))) stack_trace("Plane master created without a description. Document how your thing works so people will know in future, and we can display it in the debug menu") if(start_hidden) hide_plane(home.our_hud?.mymob) generate_render_relays() /atom/movable/screen/plane_master/Destroy() if(home) // NOTE! We do not clear ourselves from client screens // We relay on whoever qdel'd us to reset our hud, and properly purge us home.plane_masters -= "[plane]" home = null . = ..() QDEL_LIST(relays) /// Sets the plane group that owns us, it also determines what screen we render to /// Returns FALSE if the set_home fails, TRUE otherwise /atom/movable/screen/plane_master/proc/set_home(datum/plane_master_group/home) if(!istype(home, /datum/plane_master_group)) return FALSE src.home = home if(home.map) screen_loc = "[home.map]:[screen_loc]" assigned_map = home.map return TRUE /// Updates our "offset", basically what layer of multiz we're meant to render /// Top is 0, goes up as you go down /// It's taken into account by render targets and relays, so we gotta make sure they're on the same page /atom/movable/screen/plane_master/proc/update_offset() name = "[initial(name)] #[offset]" SET_PLANE_W_SCALAR(src, real_plane, offset) for(var/i in 1 to length(render_relay_planes)) render_relay_planes[i] = GET_NEW_PLANE(render_relay_planes[i], offset) if(initial(render_target)) render_target = OFFSET_RENDER_TARGET(initial(render_target), offset) /atom/movable/screen/plane_master/proc/set_alpha(new_alpha) true_alpha = new_alpha if(!alpha_enabled) return alpha = new_alpha /atom/movable/screen/plane_master/proc/disable_alpha() alpha_enabled = FALSE alpha = 0 /atom/movable/screen/plane_master/proc/enable_alpha() alpha_enabled = TRUE alpha = true_alpha /// Shows a plane master to the passed in mob /// Override this to apply unique effects and such /// Returns TRUE if the call is allowed, FALSE otherwise /atom/movable/screen/plane_master/proc/show_to(mob/mymob) SHOULD_CALL_PARENT(TRUE) if(force_hidden) return FALSE var/client/our_client = mymob?.client if(!our_client) return TRUE our_client.screen += src our_client.screen += relays return TRUE /// Hides a plane master from the passeed in mob /// Do your effect cleanup here /atom/movable/screen/plane_master/proc/hide_from(mob/oldmob) SHOULD_CALL_PARENT(TRUE) var/client/their_client = oldmob?.client if(!their_client) return their_client.screen -= src their_client.screen -= relays /// Forces this plane master to hide, until unhide_plane is called /// This allows us to disable unused PMs without breaking anything else /atom/movable/screen/plane_master/proc/hide_plane(mob/cast_away) force_hidden = TRUE hide_from(cast_away) /// Disables any forced hiding, allows the plane master to be used as normal /atom/movable/screen/plane_master/proc/unhide_plane(mob/enfold) force_hidden = FALSE show_to(enfold) /// Mirrors our force hidden state to the hidden state of the plane that came before, assuming it's valid /// This allows us to mirror any hidden sets from before we were created, no matter how low that chance is /atom/movable/screen/plane_master/proc/mirror_parent_hidden() var/mob/our_mob = home?.our_hud?.mymob var/atom/movable/screen/plane_master/true_plane = our_mob?.hud_used?.get_plane_master(plane) if(true_plane == src || !true_plane) return if(true_plane.force_hidden == force_hidden) return // If one of us already exists and it's not hidden, unhide ourselves if(true_plane.force_hidden) hide_plane(our_mob) else unhide_plane(our_mob) /atom/movable/screen/plane_master/clickcatcher name = "Click Catcher" documentation = "Contains the screen object we use as a backdrop to catch clicks on portions of the screen that would otherwise contain nothing else. \
Will always be below almost everything else" plane = CLICKCATCHER_PLANE appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR multiz_scaled = FALSE /atom/movable/screen/plane_master/clickcatcher/Initialize(mapload, datum/plane_master_group/home, offset) . = ..() RegisterSignal(SSmapping, COMSIG_PLANE_OFFSET_INCREASE, PROC_REF(offset_increased)) offset_increased(SSmapping, 0, SSmapping.max_plane_offset) /atom/movable/screen/plane_master/clickcatcher/proc/offset_increased(datum/source, old_off, new_off) SIGNAL_HANDLER // We only want need the lowest level // If my system better supported changing PM plane values mid op I'd do that, but I do NOT so if(new_off > offset) hide_plane(home?.our_hud?.mymob) /atom/movable/screen/plane_master/parallax_white name = "Parallax whitifier" documentation = "Essentially a backdrop for the parallax plane. We're rendered just below it, so we'll be multiplied by its well, parallax.\
If you want something to look as if it has parallax on it, draw it to this plane." plane = PLANE_SPACE appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR ///Contains space parallax /atom/movable/screen/plane_master/parallax name = "Parallax" documentation = "Contains parallax, or to be more exact the screen objects that hold parallax.\
Note the BLEND_MULTIPLY. The trick here is how low our plane value is. Because of that, we draw below almost everything in the game.\
We abuse this to ensure we multiply against the Parallax whitifier plane, or space's plane. It's set to full white, so when you do the multiply you just get parallax out where it well, makes sense to be.\
Also notice that the parent parallax plane is mirrored down to all children. We want to support viewing parallax across all z levels at once." plane = PLANE_SPACE_PARALLAX appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR blend_mode = BLEND_MULTIPLY mouse_opacity = MOUSE_OPACITY_TRANSPARENT multiz_scaled = FALSE /atom/movable/screen/plane_master/parallax/Initialize(mapload, datum/plane_master_group/home, offset) . = ..() if(offset != 0) // You aren't the source? don't change yourself return RegisterSignal(SSmapping, COMSIG_PLANE_OFFSET_INCREASE, PROC_REF(on_offset_increase)) offset_increase(0, SSmapping.max_plane_offset) /atom/movable/screen/plane_master/parallax/proc/on_offset_increase(datum/source, old_offset, new_offset) SIGNAL_HANDLER offset_increase(old_offset, new_offset) /atom/movable/screen/plane_master/parallax/proc/offset_increase(old_offset, new_offset) // Parallax will be mirrored down to any new planes that are added, so it will properly render across mirage borders for(var/offset in old_offset to new_offset) if(offset != 0) // Overlay so we don't multiply twice, and thus fuck up our rendering add_relay_to(GET_NEW_PLANE(plane, offset), BLEND_OVERLAY) /atom/movable/screen/plane_master/gravpulse name = "Gravpulse" documentation = "Ok so this one's fun. Basically, we want to be able to distort the game plane when a grav annom is around.\
So we draw the pattern we want to use to this plane, and it's then used as a render target by a distortion filter on the game plane.\
Note the blend mode and lack of relay targets. This plane exists only to distort, it's never rendered anywhere." mouse_opacity = MOUSE_OPACITY_TRANSPARENT plane = GRAVITY_PULSE_PLANE appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR blend_mode = BLEND_ADD render_target = GRAVITY_PULSE_RENDER_TARGET render_relay_planes = list() ///Contains just the floor /atom/movable/screen/plane_master/floor name = "Floor" documentation = "The well, floor. This is mostly used as a sorting mechanism, but it also lets us create a \"border\" around the game world plane, so its drop shadow will actually work." plane = FLOOR_PLANE /atom/movable/screen/plane_master/game name = "Lower game world" documentation = "Exists mostly because of FOV shit. Basically, if you've just got a normal not ABOVE fov thing, and you don't want it masked, stick it here yeah?" plane = GAME_PLANE render_relay_planes = list(RENDER_PLANE_GAME_WORLD) /atom/movable/screen/plane_master/game_world_fov_hidden name = "lower game world fov hidden" documentation = "If you want something to be hidden by fov, stick it on this plane. We're masked by the fov blocker plane, so the items on us can actually well, disappear." plane = GAME_PLANE_FOV_HIDDEN render_relay_planes = list(RENDER_PLANE_GAME_WORLD) /atom/movable/screen/plane_master/game_world_fov_hidden/Initialize(mapload) . = ..() add_filter("vision_cone", 1, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(FIELD_OF_VISION_BLOCKER_RENDER_TARGET, offset), flags = MASK_INVERSE)) /atom/movable/screen/plane_master/field_of_vision_blocker name = "Field of vision blocker" documentation = "This is one of those planes that's only used as a filter. It masks out things that want to be hidden by fov.\
Literally just contains FOV images, or masks." plane = FIELD_OF_VISION_BLOCKER_PLANE appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR render_target = FIELD_OF_VISION_BLOCKER_RENDER_TARGET mouse_opacity = MOUSE_OPACITY_TRANSPARENT render_relay_planes = list() // We do NOT allow offsetting, because there's no case where you would want to block only one layer, at least currently allows_offsetting = FALSE start_hidden = TRUE // We mark as multiz_scaled FALSE so transforms don't effect us, and we draw to the planes below us as if they were us. // This is safe because we will ALWAYS be on the top z layer, so it DON'T MATTER multiz_scaled = FALSE /atom/movable/screen/plane_master/field_of_vision_blocker/Initialize(mapload, datum/plane_master_group/home, offset) . = ..() mirror_parent_hidden() /atom/movable/screen/plane_master/game_world_upper name = "Upper game world" documentation = "Ok so fov is kinda fucky, because planes in byond serve both as effect groupings and as rendering orderers. Since that's true, we need a plane that we can stick stuff that draws above fov blocked stuff on." plane = GAME_PLANE_UPPER render_relay_planes = list(RENDER_PLANE_GAME_WORLD) /atom/movable/screen/plane_master/game_world_upper_fov_hidden name = "Upper game world fov hidden" documentation = "Just as we need a place to draw things \"above\" the hidden fov plane, we also need to be able to hide stuff that draws over the upper game plane." plane = GAME_PLANE_UPPER_FOV_HIDDEN render_relay_planes = list(RENDER_PLANE_GAME_WORLD) /atom/movable/screen/plane_master/game_world_upper_fov_hidden/Initialize() . = ..() // Dupe of the other hidden plane add_filter("vision_cone", 1, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(FIELD_OF_VISION_BLOCKER_RENDER_TARGET, offset), flags = MASK_INVERSE)) /atom/movable/screen/plane_master/seethrough name = "Seethrough" documentation = "Holds the seethrough versions (done using image overrides) of large objects. Mouse transparent, so you can click through them." plane = SEETHROUGH_PLANE mouse_opacity = MOUSE_OPACITY_TRANSPARENT render_relay_planes = list(RENDER_PLANE_GAME_WORLD) start_hidden = TRUE /atom/movable/screen/plane_master/game_world_above name = "Above game world" documentation = "We need a place that's unmasked by fov that also draws above the upper game world fov hidden plane. I told you fov was hacky man." plane = ABOVE_GAME_PLANE render_relay_planes = list(RENDER_PLANE_GAME_WORLD) /** * Plane master handling byond internal blackness * vars are set as to replicate behavior when rendering to other planes * do not touch this unless you know what you are doing */ // Blackness renders weird when you view down openspace, because of transforms and borders and such // This is a consequence of not using lummy's grouped transparency, but I couldn't get that to work without totally fucking up // Sight flags, and shooting vis_contents usage to the moon. So we're doin it different. // Look into lessening this, maybe mirror down all the time? idk // Part of the issue is it isn't actually the blackness plane, it's just normal blackness // (If image vis contents worked (it should in 515), and we were ok with a maptick cost (wait for threaded maptick)) this could be fixed /atom/movable/screen/plane_master/blackness name = "Darkness" documentation = "This is quite fiddly, so bear with me. By default (in byond) everything in the game is rendered onto plane 0. It's the default plane. \
But, because we've moved everything we control off plane 0, all that's left is stuff byond internally renders. \
What we're doing here is using plane 0 to capture \"Blackness\", or the mask that hides tiles. Note, this only works if our mob has the SEE_PIXELS or SEE_BLACKNESS sight flags.\
We relay this plane master (on plane 0) down to other copies of itself, depending on the layer your mob is on at the moment.\
Of note: plane master blackness, and the blackness that comes from having nothing to display look similar, but are not the same thing,\ mind yourself when you're working with this plane, you might have accidentially been trying to work with the wrong thing." plane = BLACKNESS_PLANE appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR // Note: we don't set this to blend multiply because it just dies when its alpha is modified, because of fun byond bugs // Marked as multiz_scaled = FALSE because it should not scale, scaling lets you see "through" the floor multiz_scaled = FALSE /atom/movable/screen/plane_master/blackness/show_to(mob/mymob) . = ..() if(!.) return if(offset != 0) // You aren't the source? don't change yourself return RegisterSignal(mymob, COMSIG_MOB_SIGHT_CHANGE, PROC_REF(handle_sight_value)) handle_sight_value(mymob, mymob.sight, 0) var/datum/hud/hud = home.our_hud if(hud) RegisterSignal(hud, COMSIG_HUD_OFFSET_CHANGED, PROC_REF(on_offset_change)) offset_change(0, hud?.current_plane_offset || 0) /atom/movable/screen/plane_master/blackness/hide_from(mob/oldmob) . = ..() if(offset != 0) return UnregisterSignal(oldmob, COMSIG_MOB_SIGHT_CHANGE) var/datum/hud/hud = home.our_hud if(hud) UnregisterSignal(hud, COMSIG_HUD_OFFSET_CHANGED, PROC_REF(on_offset_change)) /// Reacts to some new plane master value /atom/movable/screen/plane_master/blackness/proc/handle_sight_value(datum/source, new_sight, old_sight) SIGNAL_HANDLER // Tryin to set a sight flag that cuts blackness eh? if(new_sight & BLACKNESS_CUTTING) // Better set alpha then, so it'll actually work // We just get the one because there is only one blackness PM, it's just mirrored around disable_alpha() else enable_alpha() /atom/movable/screen/plane_master/blackness/proc/on_offset_change(datum/source, old_offset, new_offset) SIGNAL_HANDLER offset_change(old_offset, new_offset) /atom/movable/screen/plane_master/blackness/proc/offset_change(old_offset, new_offset) // Basically, the rule here is the blackness we harvest from the mob using the SEE_BLACKNESS flag will be relayed to the darkness // Plane that we're actually on if(old_offset != 0) // If our old target wasn't just ourselves remove_relay_from(GET_NEW_PLANE(plane, old_offset)) if(new_offset != 0) add_relay_to(GET_NEW_PLANE(plane, new_offset)) /atom/movable/screen/plane_master/area name = "Area" documentation = "Holds the areas themselves, which ends up meaning it holds any overlays/effects we apply to areas. NOT snow or rad storms, those go on above lighting" plane = AREA_PLANE /atom/movable/screen/plane_master/massive_obj name = "Massive object" documentation = "Huge objects need to render above everything else on the game plane, otherwise they'd well, get clipped and look not that huge. This does that." plane = MASSIVE_OBJ_PLANE /atom/movable/screen/plane_master/point name = "Point" documentation = "I mean like, what do you want me to say? Points draw over pretty much everything else, so they get their own plane. Remember we layer render relays to draw planes in their proper order on render plates." plane = POINT_PLANE mouse_opacity = MOUSE_OPACITY_TRANSPARENT ///Contains all turf lighting /atom/movable/screen/plane_master/turf_lighting name = "Turf Lighting" documentation = "Contains all lighting drawn to turfs. Not so complex, draws directly onto the lighting plate." plane = LIGHTING_PLANE appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR render_relay_planes = list(RENDER_PLANE_LIGHTING) blend_mode_override = BLEND_ADD mouse_opacity = MOUSE_OPACITY_TRANSPARENT /// This will not work through multiz, because of a byond bug with BLEND_MULTIPLY /// Bug report is up, waiting on a fix /atom/movable/screen/plane_master/o_light_visual name = "Overlight light visual" documentation = "Holds overlay lighting objects, or the sort of lighting that's a well, overlay stuck to something.\
Exists because lighting updating is really slow, and movement needs to feel smooth.\
We draw to the game plane, and mask out space for ourselves on the lighting plane so any color we have has the chance to display." plane = O_LIGHTING_VISUAL_PLANE appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR render_target = O_LIGHTING_VISUAL_RENDER_TARGET mouse_opacity = MOUSE_OPACITY_TRANSPARENT blend_mode = BLEND_MULTIPLY /atom/movable/screen/plane_master/above_lighting name = "Above lighting" plane = ABOVE_LIGHTING_PLANE documentation = "Anything on the game plane that needs a space to draw on that will be above the lighting plane.\
Mostly little alerts and effects, also sometimes contains things that are meant to look as if they glow." /** * Handles emissive overlays and emissive blockers. */ /atom/movable/screen/plane_master/emissive name = "Emissive" documentation = "This system works by exploiting BYONDs color matrix filter to use layers to handle emissive blockers.\
Emissive overlays are pasted with an atom color that converts them to be entirely some specific color.\
Emissive blockers are pasted with an atom color that converts them to be entirely some different color.\
Emissive overlays and emissive blockers are put onto the same plane (This one).\
The layers for the emissive overlays and emissive blockers cause them to mask eachother similar to normal BYOND objects.\
A color matrix filter is applied to the emissive plane to mask out anything that isn't whatever the emissive color is.\
This is then used to alpha mask the lighting plane." plane = EMISSIVE_PLANE appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR mouse_opacity = MOUSE_OPACITY_TRANSPARENT render_target = EMISSIVE_RENDER_TARGET render_relay_planes = list() /atom/movable/screen/plane_master/emissive/Initialize(mapload) . = ..() add_filter("em_block_masking", 1, color_matrix_filter(GLOB.em_mask_matrix)) /atom/movable/screen/plane_master/pipecrawl name = "Pipecrawl" documentation = "Holds pipecrawl images generated during well, pipecrawling.\
Has a few effects and a funky color matrix designed to make things a bit more visually readable." plane = PIPECRAWL_IMAGES_PLANE start_hidden = TRUE /atom/movable/screen/plane_master/pipecrawl/Initialize(mapload) . = ..() // Makes everything on this plane slightly brighter // Has a nice effect, makes thing stand out color = list(1.2,0,0,0, 0,1.2,0,0, 0,0,1.2,0, 0,0,0,1, 0,0,0,0) // This serves a similar purpose, I want the pipes to pop add_filter("pipe_dropshadow", 1, drop_shadow_filter(x = -1, y= -1, size = 1, color = "#0000007A")) mirror_parent_hidden() /atom/movable/screen/plane_master/camera_static name = "Camera static" documentation = "Holds camera static images. Usually only visible to people who can well, see static.\
We use images rather then vis contents because they're lighter on maptick, and maptick sucks butt." plane = CAMERA_STATIC_PLANE start_hidden = TRUE /atom/movable/screen/plane_master/camera_static/show_to(mob/mymob) // If we aren't an AI, we have no need for this plane master (most of the time, ai eyes are weird and annoying) if(force_hidden && isAI(mymob)) unhide_plane(mymob) . = ..() if(!.) return if(isAI(mymob)) return return FALSE /atom/movable/screen/plane_master/high_game name = "High Game" documentation = "Holds anything that wants to be displayed above the rest of the game plane, and doesn't want to be clickable. \
This includes atmos debug overlays, blind sound images, and mining scanners. \
Really only exists for its layering potential, we don't use this for any vfx" plane = HIGH_GAME_PLANE mouse_opacity = MOUSE_OPACITY_TRANSPARENT /atom/movable/screen/plane_master/ghost name = "Ghost" documentation = "Ghosts draw here, so they don't get mixed up in the visuals of the game world. Note, this is not not how we HIDE ghosts from people, that's done with invisible and see_invisible." plane = GHOST_PLANE render_relay_planes = list(RENDER_PLANE_NON_GAME) /atom/movable/screen/plane_master/fullscreen name = "Fullscreen" documentation = "Holds anything that applies to or above the full screen. \
Note, it's still rendered underneath hud objects, but this lets us control the order that things like death/damage effects render in." plane = FULLSCREEN_PLANE appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR render_relay_planes = list(RENDER_PLANE_NON_GAME) mouse_opacity = MOUSE_OPACITY_TRANSPARENT allows_offsetting = FALSE /atom/movable/screen/plane_master/runechat name = "Runechat" documentation = "Holds runechat images, that text that pops up when someone say something. Uses a dropshadow to well, look nice." plane = RUNECHAT_PLANE render_relay_planes = list(RENDER_PLANE_NON_GAME) /atom/movable/screen/plane_master/runechat/show_to(mob/mymob) . = ..() if(!.) return remove_filter("AO") if(istype(mymob) && mymob.client?.prefs?.read_preference(/datum/preference/toggle/ambient_occlusion)) add_filter("AO", 1, drop_shadow_filter(x = 0, y = -2, size = 4, color = "#04080FAA")) /atom/movable/screen/plane_master/balloon_chat name = "Balloon chat" documentation = "Holds ballon chat images, those little text bars that pop up for a second when you do some things. NOT runechat." plane = BALLOON_CHAT_PLANE appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR render_relay_planes = list(RENDER_PLANE_NON_GAME) /atom/movable/screen/plane_master/hud name = "HUD" documentation = "Contains anything that want to be rendered on the hud. Typically is just screen elements." plane = HUD_PLANE appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR render_relay_planes = list(RENDER_PLANE_NON_GAME) allows_offsetting = FALSE /atom/movable/screen/plane_master/above_hud name = "Above HUD" documentation = "Anything that wants to be drawn ABOVE the rest of the hud. Typically close buttons and other elements that need to be always visible. Think preventing draggable action button memes." plane = ABOVE_HUD_PLANE appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR render_relay_planes = list(RENDER_PLANE_NON_GAME) allows_offsetting = FALSE /atom/movable/screen/plane_master/splashscreen name = "Splashscreen" documentation = "Anything that's drawn above LITERALLY everything else. Think cinimatics and the well, spashscreen." plane = SPLASHSCREEN_PLANE appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR render_relay_planes = list(RENDER_PLANE_NON_GAME) allows_offsetting = FALSE