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* Well that actually works * Update atoms_movable.dm * Now you can point at things inside of things.
77 lines
2.6 KiB
Plaintext
77 lines
2.6 KiB
Plaintext
/obj/screen/plane_master
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screen_loc = "CENTER"
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icon_state = "blank"
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appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
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blend_mode = BLEND_OVERLAY
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var/show_alpha = 255
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var/hide_alpha = 0
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/obj/screen/plane_master/proc/Show(override)
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alpha = override || show_alpha
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/obj/screen/plane_master/proc/Hide(override)
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alpha = override || hide_alpha
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//Why do plane masters need a backdrop sometimes? Read http://www.byond.com/forum/?post=2141928
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//Trust me, you need one. Period. If you don't think you do, you're doing something extremely wrong.
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/obj/screen/plane_master/proc/backdrop(mob/mymob)
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/obj/screen/plane_master/floor
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name = "floor plane master"
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plane = FLOOR_PLANE
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appearance_flags = PLANE_MASTER
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blend_mode = BLEND_OVERLAY
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/obj/screen/plane_master/game_world
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name = "game world plane master"
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plane = GAME_PLANE
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appearance_flags = PLANE_MASTER
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blend_mode = BLEND_OVERLAY
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/obj/screen/plane_master/game_world/backdrop(mob/mymob)
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clear_filters()
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if(istype(mymob) && mymob.client && mymob.client.prefs && (mymob.client.prefs.toggles & PREFTOGGLE_AMBIENT_OCCLUSION))
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add_filter("AO", 1, drop_shadow_filter(x = 0, y = -2, size = 4, color = "#04080FAA"))
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/obj/screen/plane_master/lighting
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name = "lighting plane master"
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plane = LIGHTING_PLANE
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appearance_flags = PLANE_MASTER
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blend_mode = BLEND_MULTIPLY
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/screen/plane_master/lighting/backdrop(mob/mymob)
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. = ..()
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mymob.overlay_fullscreen("lighting_backdrop_lit", /obj/screen/fullscreen/lighting_backdrop/lit)
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mymob.overlay_fullscreen("lighting_backdrop_unlit", /obj/screen/fullscreen/lighting_backdrop/unlit)
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/obj/screen/plane_master/lighting/Initialize()
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. = ..()
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add_filter("emissives", 1, alpha_mask_filter(render_source = EMISSIVE_RENDER_TARGET, flags = MASK_INVERSE))
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/obj/screen/plane_master/point
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name = "point plane master"
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plane = POINT_PLANE
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appearance_flags = PLANE_MASTER //should use client color
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blend_mode = BLEND_OVERLAY
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/obj/screen/plane_master/point/backdrop(mob/mymob)
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if(istype(mymob) && mymob.client && mymob.client.prefs)
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alpha = (mymob.client.prefs.toggles2 & PREFTOGGLE_2_THOUGHT_BUBBLE) ? 255 : 0
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/**
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* Things placed on this mask the lighting plane. Doesn't render directly.
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*
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* Gets masked by blocking plane. Use for things that you want blocked by
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* mobs, items, etc.
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*/
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/obj/screen/plane_master/emissive
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name = "emissive plane master"
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plane = EMISSIVE_PLANE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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render_target = EMISSIVE_RENDER_TARGET
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/obj/screen/plane_master/emissive/Initialize()
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. = ..()
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add_filter("em_block_masking", 1, color_matrix_filter(GLOB.em_mask_matrix))
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