immerse_overlay
The not-quite-perfect movable used by the immerse element for its nefarious deeds.
Vars | |
extra_height | The base pixel y offset of this movable |
---|---|
extra_width | The base pixel x offset of this movable |
overlay_appearance | The actual overlay used to make the mob look like it's half-covered in water. |
Procs | |
adjust_living_overlay_offset | Called by COMSIG_MOVABLE_EDIT_UNIQUE_IMMERSE_OVERLAY for living mobs and a few procs from the immerse element. |
Var Details
extra_height
The base pixel y offset of this movable
extra_width
The base pixel x offset of this movable
overlay_appearance
The actual overlay used to make the mob look like it's half-covered in water.
For visual overlays, pixel y/x/w/z are amplified by the a, b, d, e variables of the transform matrix of the movable they're attached to. For example, if a mob is twice its normal size (a = 2, e = 2), offsetting the movable used as visual overlay by 4 pixels to the right will result in the visual overlay moving 8 pixels to the right.
This however, doesn't extend to the overlays of our visual overlay. which is why there's a mutable appearance variable that we use for those pixel offsets that really shouldn't be affected by the transform of our vis loc(s) in the first place.
Proc Details
adjust_living_overlay_offset
Called by COMSIG_MOVABLE_EDIT_UNIQUE_IMMERSE_OVERLAY for living mobs and a few procs from the immerse element.