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## About The Pull Request Signals were initially only usable with component listeners, which while no longer the case has lead to outdated documentation, names, and a similar location in code. This pr pulls the two apart. Partially because mso thinks we should, but also because they really aren't directly linked anymore, and having them in this midstate just confuses people. [Renames comp_lookup to listen_lookup, since that's what it does](102b79694f) [Moves signal procs over to their own file](33d07d01fd) [Renames the PREQDELETING and QDELETING comsigs to drop the parent bit since they can hook to more then just comps now](335ea4ad08) [Does something similar to the attackby comsigs (PARENT -> ATOM)](210e57051d) [And finally passes over the examine signals](65917658fb) ## Why It's Good For The Game Code makes more sense, things are better teased apart, s just good imo ## Changelog 🆑 refactor: Pulled apart the last vestiges of names/docs directly linking signals to components /🆑
93 lines
2.8 KiB
Plaintext
93 lines
2.8 KiB
Plaintext
/**
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* Internal atom that uses render relays to apply "appearance things" to a render source
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* Branch, subtypes have behavior
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*/
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/atom/movable/render_step
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name = "render step"
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plane = DEFAULT_PLANE
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layer = FLOAT_LAYER
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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//Why?
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//render_targets copy the transform of the target as well, but vis_contents also applies the transform
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//we'll display using that, so we gotta reset
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appearance_flags = KEEP_APART|KEEP_TOGETHER|RESET_TRANSFORM
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/atom/movable/render_step/Initialize(mapload, atom/source)
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. = ..()
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verbs.Cut() //Cargo cultttttt
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if(!source)
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return
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render_source = source.render_target
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SET_PLANE_EXPLICIT(src, initial(plane), source)
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RegisterSignal(source, COMSIG_QDELETING, PROC_REF(on_source_deleting))
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/atom/movable/render_step/ex_act(severity)
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return FALSE
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/atom/movable/render_step/singularity_act()
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return
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/atom/movable/render_step/singularity_pull()
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return
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/atom/movable/render_step/blob_act()
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return
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//Prevents people from moving these after creation, because they shouldn't be.
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/atom/movable/render_step/forceMove(atom/destination, no_tp=FALSE, harderforce = FALSE)
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if(harderforce)
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return ..()
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/atom/movable/render_step/proc/on_source_deleting(atom/source)
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SIGNAL_HANDLER
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if(!QDELING(src))
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qdel(src)
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/**
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* Render step that modfies an atom's color
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* Useful for creating coherent emissive blockers out of things like glass floors by lowering alpha statically using matrixes
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* Other stuff too I'm sure
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*/
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/atom/movable/render_step/color
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name = "color step"
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//RESET_COLOR is obvious I hope
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appearance_flags = KEEP_APART|KEEP_TOGETHER|RESET_COLOR|RESET_TRANSFORM
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/atom/movable/render_step/color/Initialize(mapload, atom/source, color)
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. = ..()
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src.color = color
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/**
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* Render step that makes the passed in render source block emissives
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*
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* Copies an appearance vis render_target and render_source on to the emissive blocking plane.
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* This means that the atom in question will block any emissive sprites.
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* This should only be used internally. If you are directly creating more of these, you're
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* almost guaranteed to be doing something wrong.
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*/
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/atom/movable/render_step/emissive_blocker
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name = "emissive blocker"
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plane = EMISSIVE_PLANE
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appearance_flags = EMISSIVE_APPEARANCE_FLAGS|RESET_TRANSFORM
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/atom/movable/render_step/emissive_blocker/Initialize(mapload, atom/source)
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. = ..()
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src.color = GLOB.em_block_color
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/**
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* Render step that makes the passed in render source GLOW
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*
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* Copies an appearance vis render_target and render_source on to the emissive plane
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*/
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/atom/movable/render_step/emissive
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name = "emissive"
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plane = EMISSIVE_PLANE
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appearance_flags = EMISSIVE_APPEARANCE_FLAGS|RESET_TRANSFORM
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/atom/movable/render_step/emissive/Initialize(mapload, source)
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. = ..()
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src.color = GLOB.emissive_color
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