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-Taller icons no longer sink into the tile below on the resize mechanics. -Living mobs now have a var (vis_height) for their icon height, and humanmob species have a new var (icon_height) that overrides the vis_height for the resize proc. -Also earlyports some tweaks to ambient occlusion. The new filter system took the old filter's settings as "make the shadows megathick and dummy intense" and that was ugly.
88 lines
4.8 KiB
Plaintext
88 lines
4.8 KiB
Plaintext
#define FOR_DVIEW(type, range, center, invis_flags) \
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dview_mob.loc = center; \
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dview_mob.see_invisible = invis_flags; \
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for(type in view(range, dview_mob))
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#define END_FOR_DVIEW dview_mob.loc = null
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#define LIGHTING_FALLOFF 1 // type of falloff to use for lighting; 1 for circular, 2 for square
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#define LIGHTING_LAMBERTIAN 0 // use lambertian shading for light sources
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#define LIGHTING_HEIGHT 1 // height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone
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#define LIGHTING_ICON 'icons/effects/lighting_overlay.dmi' // icon used for lighting shading effects
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#define LIGHTING_ICON_STATE_DARK "soft_dark" // Change between "soft_dark" and "dark" to swap soft darkvision
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#define LIGHTING_ROUND_VALUE (1 / 64) // Value used to round lumcounts, values smaller than 1/69 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
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#define LIGHTING_SOFT_THRESHOLD 0.05 // If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting overlays. This also should be the transparancy of the "soft_dark" icon state.
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#define LIGHTING_MULT_FACTOR 0.5
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// If I were you I'd leave this alone.
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#define LIGHTING_BASE_MATRIX \
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list \
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( \
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LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
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LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
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LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
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LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
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0, 0, 0, 1 \
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) \
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// Helpers so we can (more easily) control the colour matrices.
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#define CL_MATRIX_RR 1
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#define CL_MATRIX_RG 2
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#define CL_MATRIX_RB 3
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#define CL_MATRIX_RA 4
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#define CL_MATRIX_GR 5
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#define CL_MATRIX_GG 6
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#define CL_MATRIX_GB 7
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#define CL_MATRIX_GA 8
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#define CL_MATRIX_BR 9
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#define CL_MATRIX_BG 10
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#define CL_MATRIX_BB 11
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#define CL_MATRIX_BA 12
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#define CL_MATRIX_AR 13
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#define CL_MATRIX_AG 14
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#define CL_MATRIX_AB 15
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#define CL_MATRIX_AA 16
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#define CL_MATRIX_CR 17
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#define CL_MATRIX_CG 18
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#define CL_MATRIX_CB 19
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#define CL_MATRIX_CA 20
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//Some defines to generalise colours used in lighting.
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//Important note on colors. Colors can end up significantly different from the basic html picture, especially when saturated
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#define LIGHT_COLOR_RED "#FA8282" //Warm but extremely diluted red. rgb(250, 130, 130)
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#define LIGHT_COLOR_GREEN "#64C864" //Bright but quickly dissipating neon green. rgb(100, 200, 100)
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#define LIGHT_COLOR_BLUE "#6496FA" //Cold, diluted blue. rgb(100, 150, 250)
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#define LIGHT_COLOR_BLUEGREEN "#7DE1AF" //Light blueish green. rgb(125, 225, 175)
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#define LIGHT_COLOR_CYAN "#7DE1E1" //Diluted cyan. rgb(125, 225, 225)
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#define LIGHT_COLOR_LIGHT_CYAN "#40CEFF" //More-saturated cyan. rgb(64, 206, 255)
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#define LIGHT_COLOR_DARK_BLUE "#6496FA" //Saturated blue. rgb(51, 117, 248)
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#define LIGHT_COLOR_PINK "#E17DE1" //Diluted, mid-warmth pink. rgb(225, 125, 225)
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#define LIGHT_COLOR_YELLOW "#E1E17D" //Dimmed yellow, leaning kaki. rgb(225, 225, 125)
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#define LIGHT_COLOR_BROWN "#966432" //Clear brown, mostly dim. rgb(150, 100, 50)
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#define LIGHT_COLOR_ORANGE "#FA9632" //Mostly pure orange. rgb(250, 150, 50)
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#define LIGHT_COLOR_PURPLE "#952CF4" //Light Purple. rgb(149, 44, 244)
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#define LIGHT_COLOR_LAVENDER "#9B51FF" //Less-saturated light purple. rgb(155, 81, 255)
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//These ones aren't a direct colour like the ones above, because nothing would fit
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#define LIGHT_COLOR_FIRE "#FAA019" //Warm orange color, leaning strongly towards yellow. rgb(250, 160, 25)
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#define LIGHT_COLOR_LAVA "#C48A18" //Very warm yellow, leaning slightly towards orange. rgb(196, 138, 24)
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#define LIGHT_COLOR_FLARE "#FA644B" //Bright, non-saturated red. Leaning slightly towards pink for visibility. rgb(250, 100, 75)
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#define LIGHT_COLOR_SLIME_LAMP "#AFC84B" //Weird color, between yellow and green, very slimy. rgb(175, 200, 75)
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#define LIGHT_COLOR_TUNGSTEN "#FAE1AF" //Extremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175)
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#define LIGHT_COLOR_HALOGEN "#F0FAFA" //Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)
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//Lighting values used by the station lights
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#define LIGHT_COLOR_FLUORESCENT_TUBE "#E0EFFF"
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#define LIGHT_COLOR_FLUORESCENT_FLASHLIGHT "#CDDDFF"
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#define LIGHT_COLOR_INCANDESCENT_TUBE "#FFFEB8"
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#define LIGHT_COLOR_INCANDESCENT_BULB "#FFDDBB"
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#define LIGHT_COLOR_INCANDESCENT_FLASHLIGHT "#FFCC66"
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//Fake ambient occlusion filter
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#define AMBIENT_OCCLUSION filter(type="drop_shadow", x=0, y=-2, size=4, offset=3, color="#04080F80")
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