code/controllers/subsystems/zcopy.dm 
| ZM_DEPTH_TO_OFFSET | Compute the root offset from ZMIMIC_MAXIMUM_PLANE, sans any slot offset. |
|---|---|
| ZM_COMPUTE_PLANE | Compute the final target plane given a stack depth number and a slot offset. |
| ZM_SLICE_SLOT_ROOT | Standard render. Nothing special. aka: basic plane |
| ZM_SLICE_SLOT_LIGHTING | Shadowers and other BLEND_MULTIPLY objects. |
| ZM_SLICE_SLOT_CAP | ZAO and other non-MULTIPLY effects that must render on top of everything else, including lighting. |
| ZM_PUMP_RATIO | How many items should we process before we check for yield? Increasing this increases efficiency, but also raises risk of overrun. This was tuned for world.fps = 100. |
| ZM_PUMP_INIT | Initialize state required for ZM_MC_TRY_YIELD. |
| ZM_MC_TRY_YIELD | Check if we need to yield to the MC. This macro will sleep or break. |
| FMT_MAYBE | if ROOT is FALSE, also check ALTERNATE and show indeterminate if true |
Define Details
FMT_MAYBE 
if ROOT is FALSE, also check ALTERNATE and show indeterminate if true
ZM_COMPUTE_PLANE 
Compute the final target plane given a stack depth number and a slot offset.
ZM_DEPTH_TO_OFFSET 
Compute the root offset from ZMIMIC_MAXIMUM_PLANE, sans any slot offset.
ZM_MC_TRY_YIELD 
Check if we need to yield to the MC. This macro will sleep or break.
ZM_PUMP_INIT 
Initialize state required for ZM_MC_TRY_YIELD.
ZM_PUMP_RATIO 
How many items should we process before we check for yield? Increasing this increases efficiency, but also raises risk of overrun. This was tuned for world.fps = 100.
ZM_SLICE_SLOT_CAP 
ZAO and other non-MULTIPLY effects that must render on top of everything else, including lighting.
ZM_SLICE_SLOT_LIGHTING 
Shadowers and other BLEND_MULTIPLY objects.
ZM_SLICE_SLOT_ROOT 
Standard render. Nothing special. aka: basic plane