Files
fulpstation/code/__DEFINES/blend_modes.dm
Pepsilawn 5566dc322b [MDB IGNORE] [IDB IGNORE] October TGU (#826)
* time to deal wth linters

* hello

* hi

* hey

* Fixes bat shapeshifting

* fixes tile decals

* removes grille
2022-10-15 15:18:57 -03:00

37 lines
1.7 KiB
Plaintext

// Taken from https://www.byond.com/docs/ref/#/atom/var/blend_mode
// I want you to be able to get these values without using global.vars manually yourself.
// The suggestions here are from the ref, and therefore are NOT ALWAYS ACCURATE TO SS13
// Controls the way the atom's icon is blended onto the icons behind it.
// The blend mode used by an atom is inherited by any attached overlays, unless they override it.
// BLEND_DEFAULT will use the main atom's blend mode; for the atom itself, it's the same as BLEND_OVERLAY.
// #define BLEND_DEFAULT 0
// BLEND_OVERLAY will draw an icon the normal way.
// #define BLEND_OVERLAY 1
// BLEND_ADD will do additive blending, so that the colors in the icon are added to whatever is behind it.
// Light effects like explosions will tend to look better in this mode.
// #define BLEND_ADD 2
// BLEND_SUBTRACT is for subtractive blending. This may be useful for special effects.
// #define BLEND_SUBTRACT 3
// BLEND_MULTIPLY will multiply the icon's colors by whatever is behind it.
// This is typically only useful for applying a colored light effect; for simply darkening, using a translucent black icon with normal overlay blending is a better option.
// #define BLEND_MULTIPLY 4
// BLEND_INSET_OVERLAY overlays the icon, but masks it by the image being drawn on.
// This is pretty much not at all useful directly on the map, but can be very useful for an overlay for an atom that uses KEEP_TOGETHER (see appearance_flags), or for the layering filter.
// #define BLEND_INSET_OVERLAY 5
GLOBAL_LIST_INIT(blend_names, list(
"0" = "BLEND_DEFAULT",
"1" = "BLEND_OVERLAY",
"2" = "BLEND_ADD",
"3" = "BLEND_SUBTRACT",
"4" = "BLEND_MULTIPLY",
"5" = "BLEND_INSET_OVERLAY",
))