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https://github.com/vgstation-coders/vgstation13.git
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* Some different parallax shit Fixes parallax not letting your view reduce below size 7 Removes parallax forcing you to see things over walls Fixes whatever other seeing space bugs there are * Some code improvements Fixes hyperspace transit layering bug
250 lines
7.3 KiB
Plaintext
250 lines
7.3 KiB
Plaintext
/*
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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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#define PARALLAX_IMAGE_WIDTH 15
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#define PARALLAX_IMAGE_TILES (PARALLAX_IMAGE_WIDTH**2)
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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 = 0
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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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screen_loc = "CENTER,CENTER"
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blend_mode = BLEND_ADD
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layer = AREA_LAYER
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plane = PLANE_SPACE_PARALLAX
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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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blend_mode = BLEND_MULTIPLY
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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_spacemaster //Turns space white, causing the parallax to only show in areas with opacity. Somehow
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plane = PLANE_SPACE_BACKGROUND
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color = list(
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0,0,0,0,
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0,0,0,0,
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0,0,0,0,
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0,0,0,0,
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1,1,1,1)
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/obj/screen/plane_master/parallax_dustmaster
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plane = PLANE_SPACE_DUST
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color = list(0,0,0,0)
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/datum/hud/proc/update_parallax_existence()
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if(!parallax_initialized)
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return
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initialize_parallax()
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update_parallax()
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update_parallax_values()
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/datum/hud/proc/initialize_parallax()
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var/client/C = mymob.client
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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_spacemaster)
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C.parallax_spacemaster = getFromPool(/obj/screen/plane_master/parallax_spacemaster)
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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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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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parallax_layer.screen_loc = bgobj.screen_loc
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C.parallax += parallax_layer
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if(bgobj.parallax_speed)
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C.parallax_movable += parallax_layer
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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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C.screen |= C.parallax_dustmaster
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/datum/hud/proc/update_parallax()
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var/client/C = mymob.client
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if(C.prefs.space_parallax)
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parallax_on_clients |= C
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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_spacemaster
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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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else
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C.parallax_dustmaster.color = list(0,0,0,0)
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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_spacemaster
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C.parallax_dustmaster.color = list(0,0,0,0)
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/datum/hud/proc/update_parallax_values()
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var/client/C = mymob.client
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if(!parallax_initialized)
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return
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if(!(locate(/turf/space) in trange(C.view,get_turf(C.eye))))
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return
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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_movable)
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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:[accumulated_offset_x],CENTER:[accumulated_offset_y]"
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else
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bgobj.screen_loc = "CENTER:[bgobj.base_offset_x],CENTER:[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/create_global_parallax_icons()
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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 (PARALLAX_IMAGE_TILES-1))
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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 += world.icon_size * (i%PARALLAX_IMAGE_WIDTH)
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pixel_y += world.icon_size * round(i/PARALLAX_IMAGE_WIDTH)
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for(var/i in 0 to 8)
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var/obj/screen/parallax/parallax_layer = getFromPool(/obj/screen/parallax)
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var/list/L = list()
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for(var/j in 1 to PARALLAX_IMAGE_TILES)
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if(plane1[j+i*PARALLAX_IMAGE_TILES] <= PARALLAX4_ICON_NUMBER)
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var/image/I = image('icons/turf/space_parallax4.dmi',"[plane1[j+i*PARALLAX_IMAGE_TILES]]")
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I.pixel_x = pixel_x[j]
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I.pixel_y = pixel_y[j]
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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.calibrate_parallax(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 = getFromPool(/obj/screen/parallax)
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var/list/L = list()
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for(var/j in 1 to PARALLAX_IMAGE_TILES)
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if(plane2[j+i*PARALLAX_IMAGE_TILES] <= PARALLAX3_ICON_NUMBER)
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var/image/I = image('icons/turf/space_parallax3.dmi',"[plane2[j+i*PARALLAX_IMAGE_TILES]]")
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I.pixel_x = pixel_x[j]
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I.pixel_y = pixel_y[j]
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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.calibrate_parallax(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 = getFromPool(/obj/screen/parallax)
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var/list/L = list()
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for(var/j in 1 to PARALLAX_IMAGE_TILES)
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if(plane3[j+i*PARALLAX_IMAGE_TILES] <= PARALLAX2_ICON_NUMBER)
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var/image/I = image('icons/turf/space_parallax2.dmi',"[plane3[j+i*PARALLAX_IMAGE_TILES]]")
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I.pixel_x = pixel_x[j]
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I.pixel_y = pixel_y[j]
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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.calibrate_parallax(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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/obj/screen/parallax/proc/calibrate_parallax(var/i)
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if(!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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base_offset_x = -7*world.icon_size
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base_offset_y = -7*world.icon_size
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switch(i)
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if(1,4,7)
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base_offset_x -= world.icon_size*PARALLAX_IMAGE_WIDTH
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if(3,6,9)
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base_offset_x += world.icon_size*PARALLAX_IMAGE_WIDTH
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switch(i)
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if(1,2,3)
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base_offset_y += world.icon_size*PARALLAX_IMAGE_WIDTH
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if(7,8,9)
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base_offset_y -= world.icon_size*PARALLAX_IMAGE_WIDTH
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screen_loc = "CENTER:[base_offset_x],CENTER:[base_offset_y]"
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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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#undef PARALLAX_IMAGE_WIDTH
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#undef PARALLAX_IMAGE_TILES |