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https://github.com/vgstation-coders/vgstation13.git
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Optimized Space Parallax (#10444)
* ok * asdfasd * rev3 * rev4 * rev, 5? * REB6 * rev7 * rev8 * final revision * Fix rebase * penultimate rev * final rev
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@@ -13,8 +13,6 @@
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Therefore, the top right corner (except during admin shenanigans) is at "15,15"
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*/
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#define CLICKCATCHER_PLANE -99
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//Overlays that cover the entire screen
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#define ui_entire_screen "WEST,SOUTH TO EAST,NORTH"
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@@ -204,6 +204,7 @@ var/global/obj/screen/clicker/catcher = new()
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mymob:schematics_background = using
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reload_fullscreen()
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update_parallax_and_dust()
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//Triggered when F12 is pressed (Unless someone changed something in the DMF)
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/mob/verb/button_pressed_F12()
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257
code/_onclick/hud/parallax.dm
Normal file
257
code/_onclick/hud/parallax.dm
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@@ -0,0 +1,257 @@
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/*
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* This file handles all parallax-related business once the parallax itself is initialized with the rest of the HUD
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*/
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var/list/parallax_on_clients = list()
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/obj/screen/parallax
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var/base_offset_x = 0
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var/base_offset_y = 0
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mouse_opacity = 1
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icon = 'icons/turf/space.dmi'
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icon_state = "blank"
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name = "space parallax"
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blend_mode = BLEND_ADD
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layer = AREA_LAYER
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plane = PLANE_SPACE_PARALLAX//changing this var doesn't actually change the plane of its overlays
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globalscreen = 1
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var/parallax_speed = 0
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/obj/screen/plane_master
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appearance_flags = PLANE_MASTER
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screen_loc = "1,1"
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globalscreen = 1
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/obj/screen/plane_master/parallax_master
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plane = PLANE_SPACE_PARALLAX
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color = list(
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1,0,0,0,
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0,1,0,0,
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0,0,1,0,
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0,0,0,0,
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0,0,0,1)
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/obj/screen/plane_master/parallax_dustmaster
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plane = PLANE_SPACE_DUST
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/datum/hud/proc/update_parallax()
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var/client/C = mymob.client
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if(!parallax_initialized || C.updating_parallax) return
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for(var/turf/T in range(get_turf(C.eye),C.view))
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if(istype(T,/turf/space))
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C.updating_parallax = 1
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break
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if(!C.updating_parallax)
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return
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//multiple sub-procs for profiling purposes
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if(update_parallax1())
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update_parallax2(0)
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update_parallax3()
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C.updating_parallax = 0
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else
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C.updating_parallax = 0
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/datum/hud/proc/update_parallax_and_dust()
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var/client/C = mymob.client
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if(!parallax_initialized || C.updating_parallax) return
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C.updating_parallax = 1
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if(update_parallax1())
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update_parallax2(1)
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update_parallax3()
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C.updating_parallax = 0
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else
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C.updating_parallax = 0
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/datum/hud/proc/update_parallax1()
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var/client/C = mymob.client
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//DO WE UPDATE PARALLAX
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if(C.prefs.space_parallax)//have to exclude Centcom so parallax doens't appear during hyperspace
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parallax_on_clients |= C
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else
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for(var/obj/screen/parallax/bgobj in C.parallax)
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C.screen -= bgobj
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parallax_on_clients -= C
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C.screen -= C.parallax_master
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C.screen -= C.parallax_dustmaster
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return 0
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if(!C.parallax_master)
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C.parallax_master = getFromPool(/obj/screen/plane_master/parallax_master)
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if(!C.parallax_dustmaster)
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C.parallax_dustmaster = getFromPool(/obj/screen/plane_master/parallax_dustmaster)
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return 1
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/datum/hud/proc/update_parallax2(forcerecalibrate = 0)
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var/client/C = mymob.client
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//DO WE HAVE TO REPLACE ALL THE LAYERS
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if(!C.parallax.len)
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for(var/obj/screen/parallax/bgobj in parallax_icon)
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var/obj/screen/parallax/parallax_layer = getFromPool(/obj/screen/parallax)
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parallax_layer.appearance = bgobj.appearance
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parallax_layer.base_offset_x = bgobj.base_offset_x
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parallax_layer.base_offset_y = bgobj.base_offset_y
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parallax_layer.parallax_speed = bgobj.parallax_speed
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C.parallax += parallax_layer
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var/parallax_loaded = 0
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for(var/obj/screen/S in C.screen)
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if(istype(S,/obj/screen/parallax))
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parallax_loaded = 1
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break
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if(forcerecalibrate || !parallax_loaded)
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for(var/obj/screen/parallax/bgobj in C.parallax)
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C.screen |= bgobj
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C.screen |= C.parallax_master
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C.screen |= C.parallax_dustmaster
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C.parallax_dustmaster.color = list(0,0,0,0)
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if(C.prefs.space_dust)
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C.parallax_dustmaster.color = list(
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1,0,0,0,
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0,1,0,0,
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0,0,1,0,
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0,0,0,1)
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if(!C.parallax_offset.len)
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C.parallax_offset["horizontal"] = 0
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C.parallax_offset["vertical"] = 0
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/datum/hud/proc/update_parallax3()
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var/client/C = mymob.client
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//ACTUALLY MOVING THE PARALLAX
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var/turf/posobj = get_turf(C.eye)
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if(!C.previous_turf || (C.previous_turf.z != posobj.z))
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C.previous_turf = posobj
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//Doing it this way prevents parallax layers from "jumping" when you change Z-Levels.
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C.parallax_offset["horizontal"] += posobj.x - C.previous_turf.x
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C.parallax_offset["vertical"] += posobj.y - C.previous_turf.y
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C.previous_turf = posobj
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for(var/obj/screen/parallax/bgobj in C.parallax)
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if(bgobj.parallax_speed)//only the middle and front layers actually move
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var/accumulated_offset_x = bgobj.base_offset_x - round(C.parallax_offset["horizontal"] * bgobj.parallax_speed * (C.prefs.parallax_speed/2))
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var/accumulated_offset_y = bgobj.base_offset_y - round(C.parallax_offset["vertical"] * bgobj.parallax_speed * (C.prefs.parallax_speed/2))
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while(accumulated_offset_x > 720)
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accumulated_offset_x -= 1440
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while(accumulated_offset_x < -720)
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accumulated_offset_x += 1440
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while(accumulated_offset_y > 720)
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accumulated_offset_y -= 1440
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while(accumulated_offset_y < -720)
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accumulated_offset_y += 1440
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bgobj.screen_loc = "CENTER-7:[accumulated_offset_x],CENTER-7:[accumulated_offset_y]"
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else
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bgobj.screen_loc = "CENTER-7:[bgobj.base_offset_x],CENTER-7:[bgobj.base_offset_y]"
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//Parallax generation code below
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#define PARALLAX4_ICON_NUMBER 20
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#define PARALLAX3_ICON_NUMBER 14
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#define PARALLAX2_ICON_NUMBER 10
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/datum/controller/game_controller/proc/cachespaceparallax()
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var/list/plane1 = list()
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var/list/plane2 = list()
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var/list/plane3 = list()
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var/list/pixel_x = list()
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var/list/pixel_y = list()
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var/index = 1
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for(var/i = 0 to 224)
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for(var/j = 1 to 9)
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plane1 += rand(1,26)
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plane2 += rand(1,26)
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plane3 += rand(1,26)
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pixel_x += 32 * (i%15)
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pixel_y += 32 * round(i/15)
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for(var/i in 0 to 8)
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var/obj/screen/parallax/parallax_layer = new /obj/screen/parallax()
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var/list/L = list()
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for(var/j in 1 to 225)
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if(plane1[j+i*225] <= PARALLAX4_ICON_NUMBER)
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var/image/I = image('icons/turf/space_parallax4.dmi',"[plane1[j+i*225]]")
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I.pixel_x = pixel_x[j]
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I.pixel_y = pixel_y[j]
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I.plane = PLANE_SPACE_PARALLAX
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L += I
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parallax_layer.overlays = L
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parallax_layer.parallax_speed = 0
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parallax_layer.plane = PLANE_SPACE_PARALLAX
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calibrate_parallax(parallax_layer,i+1)
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parallax_icon[index] = parallax_layer
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index++
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for(var/i in 0 to 8)
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var/obj/screen/parallax/parallax_layer = new /obj/screen/parallax()
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var/list/L = list()
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for(var/j in 1 to 225)
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if(plane2[j+i*225] <= PARALLAX3_ICON_NUMBER)
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var/image/I = image('icons/turf/space_parallax3.dmi',"[plane2[j+i*225]]")
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I.pixel_x = pixel_x[j]
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I.pixel_y = pixel_y[j]
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I.plane = PLANE_SPACE_PARALLAX
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L += I
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parallax_layer.overlays = L
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parallax_layer.parallax_speed = 1
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parallax_layer.plane = PLANE_SPACE_PARALLAX
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calibrate_parallax(parallax_layer,i+1)
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parallax_icon[index] = parallax_layer
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index++
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for(var/i in 0 to 8)
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var/obj/screen/parallax/parallax_layer = new /obj/screen/parallax()
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var/list/L = list()
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for(var/j in 1 to 225)
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if(plane3[j+i*225] <= PARALLAX2_ICON_NUMBER)
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var/image/I = image('icons/turf/space_parallax2.dmi',"[plane3[j+i*225]]")
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I.pixel_x = pixel_x[j]
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I.pixel_y = pixel_y[j]
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I.plane = PLANE_SPACE_PARALLAX
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L += I
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parallax_layer.overlays = L
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parallax_layer.parallax_speed = 2
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parallax_layer.plane = PLANE_SPACE_PARALLAX
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calibrate_parallax(parallax_layer,i+1)
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parallax_icon[index] = parallax_layer
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index++
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parallax_initialized = 1
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/proc/calibrate_parallax(var/obj/screen/parallax/p_layer,var/i)
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if(!p_layer || !i) return
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/* Placement of screen objects
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1 2 3
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4 5 6
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7 8 9
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*/
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switch(i)
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if(1,4,7)
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p_layer.base_offset_x = -480
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if(3,6,9)
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p_layer.base_offset_x = 480
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switch(i)
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if(1,2,3)
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p_layer.base_offset_y = 480
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if(7,8,9)
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p_layer.base_offset_y = -480
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#undef PARALLAX4_ICON_NUMBER
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#undef PARALLAX3_ICON_NUMBER
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#undef PARALLAX2_ICON_NUMBER
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