code/__defines/zmimic.dm
MOVABLE_IS_BELOW_ZTURF | Is this movable visible from a turf that is mimicking below? Note: this does not necessarily mean directly below. |
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MOVABLE_IS_ON_ZTURF | Is this movable located on a turf that is mimicking below? Note: this does not necessarily mean directly on. |
ZM_MIMIC_BELOW | If this turf should mimic the turf on the Z below. |
ZM_MIMIC_OVERWRITE | If this turf is Z-mimicking, overwrite the turf's appearance instead of using a movable. This is faster, but means the turf cannot have its own appearance (say, edges or a translucent sprite). |
ZM_ALLOW_LIGHTING | If this turf should permit passage of lighting. |
ZM_ALLOW_ATMOS | If this turf permits passage of air. |
ZM_MIMIC_NO_AO | If the turf shouldn't apply regular turf AO and only do Z-mimic AO. |
ZM_NO_OCCLUDE | Don't occlude below atoms if we're a non-mimic z-turf. |
ZM_OVERRIDE | Copy only z_appearance or baseturf and bail, do not attempt to copy movables. This is significantly cheaper and allows you to override the mimic, but results in movables not being visible. |
ZM_NO_SHADOW | If this turf is being copied, hide the shadower. |
ZM_TERMINATOR | Consider this turf the terminus of a Z-group, like the bottom of a Z-group or a ZM_OVERRIDE turf. |
ZM_MIMIC_DEFAULTS | Common defaults for zturfs. |
ZMM_WIDE_LOAD | Atom is big and needs to scan one extra turf in both X and Y. This only extends the range by one turf. Cheap, but not free. |
ZMM_IGNORE | Do not copy this movable. |
ZMM_MANGLE_PLANES | Check this movable's overlays/underlays for explicit plane use and mangle for compatibility with Z-Mimic. If you're using emissive overlays, you probably should be using this flag. Expensive, only use if necessary. |
ZMM_LOOKAHEAD | Look one turf ahead and one turf back when considering z-turfs that might be seeing this atom. Cheap, but not free. |
ZMM_LOOKBESIDE | Look one turf beside (left/right) when considering z-turfs that might be seeing this atom. Cheap, but not free. |
Define Details
MOVABLE_IS_BELOW_ZTURF
Is this movable visible from a turf that is mimicking below? Note: this does not necessarily mean directly below.
MOVABLE_IS_ON_ZTURF
Is this movable located on a turf that is mimicking below? Note: this does not necessarily mean directly on.
ZMM_IGNORE
Do not copy this movable.
ZMM_LOOKAHEAD
Look one turf ahead and one turf back when considering z-turfs that might be seeing this atom. Cheap, but not free.
ZMM_LOOKBESIDE
Look one turf beside (left/right) when considering z-turfs that might be seeing this atom. Cheap, but not free.
ZMM_MANGLE_PLANES
Check this movable's overlays/underlays for explicit plane use and mangle for compatibility with Z-Mimic. If you're using emissive overlays, you probably should be using this flag. Expensive, only use if necessary.
ZMM_WIDE_LOAD
Atom is big and needs to scan one extra turf in both X and Y. This only extends the range by one turf. Cheap, but not free.
ZM_ALLOW_ATMOS
If this turf permits passage of air.
ZM_ALLOW_LIGHTING
If this turf should permit passage of lighting.
ZM_MIMIC_BELOW
If this turf should mimic the turf on the Z below.
ZM_MIMIC_DEFAULTS
Common defaults for zturfs.
ZM_MIMIC_NO_AO
If the turf shouldn't apply regular turf AO and only do Z-mimic AO.
ZM_MIMIC_OVERWRITE
If this turf is Z-mimicking, overwrite the turf's appearance instead of using a movable. This is faster, but means the turf cannot have its own appearance (say, edges or a translucent sprite).
ZM_NO_OCCLUDE
Don't occlude below atoms if we're a non-mimic z-turf.
ZM_NO_SHADOW
If this turf is being copied, hide the shadower.
ZM_OVERRIDE
Copy only z_appearance or baseturf and bail, do not attempt to copy movables. This is significantly cheaper and allows you to override the mimic, but results in movables not being visible.
ZM_TERMINATOR
Consider this turf the terminus of a Z-group, like the bottom of a Z-group or a ZM_OVERRIDE turf.