/tg/ Station 13 - Modules - TypesVar Details - Proc Details

immerse_overlay

The not-quite-perfect movable used by the immerse element for its nefarious deeds.

Vars

extra_heightThe base pixel y offset of this movable
extra_widthThe base pixel x offset of this movable
overlay_appearanceThe actual overlay used to make the mob look like it's half-covered in water.

Procs

adjust_living_overlay_offsetCalled 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.