/obj/screen/plane_master screen_loc = "CENTER" icon_state = "blank" appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR blend_mode = BLEND_OVERLAY var/show_alpha = 255 var/hide_alpha = 0 /obj/screen/plane_master/proc/Show(override) alpha = override || show_alpha /obj/screen/plane_master/proc/Hide(override) alpha = override || hide_alpha //Why do plane masters need a backdrop sometimes? Read https://secure.byond.com/forum/?post=2141928 //Trust me, you need one. Period. If you don't think you do, you're doing something extremely wrong. /obj/screen/plane_master/proc/backdrop(mob/mymob) /obj/screen/plane_master/floor name = "floor plane master" plane = FLOOR_PLANE appearance_flags = PLANE_MASTER blend_mode = BLEND_OVERLAY /obj/screen/plane_master/game_world name = "game world plane master" plane = GAME_PLANE appearance_flags = PLANE_MASTER //should use client color blend_mode = BLEND_OVERLAY /obj/screen/plane_master/game_world/backdrop(mob/mymob) if(istype(mymob) && mymob.client && mymob.client.prefs && mymob.client.prefs.ambientocclusion) add_filter("ambient_occlusion", 0, AMBIENT_OCCLUSION) else remove_filter("ambient_occlusion") update_filters() /obj/screen/plane_master/lighting name = "lighting plane master" plane = LIGHTING_PLANE blend_mode = BLEND_MULTIPLY mouse_opacity = MOUSE_OPACITY_TRANSPARENT /obj/screen/plane_master/parallax name = "parallax plane master" plane = PLANE_SPACE_PARALLAX blend_mode = BLEND_MULTIPLY mouse_opacity = MOUSE_OPACITY_TRANSPARENT /obj/screen/plane_master/parallax_white name = "parallax whitifier plane master" plane = PLANE_SPACE /obj/screen/plane_master/lighting/backdrop(mob/mymob) mymob.overlay_fullscreen("lighting_backdrop_lit", /obj/screen/fullscreen/lighting_backdrop/lit) mymob.overlay_fullscreen("lighting_backdrop_unlit", /obj/screen/fullscreen/lighting_backdrop/unlit) /obj/screen/plane_master/camera_static name = "camera static plane master" plane = CAMERA_STATIC_PLANE appearance_flags = PLANE_MASTER blend_mode = BLEND_OVERLAY