SPLURT Station 13 - Modules - TypesVar Details - Proc Details

Parallax holders

Holds all the information about a client's parallax

Not on mob because parallax is area based, not mob based.

How parallax works:

Vars

cached_eyeEye we were last anchored to - used to detect eye changes
forced_eyeforce this eye as the "real" eye - useful for secondary maps
lastlast turf loc
last_arealast area - for parallax scrolling/loop animations
layersall layers
ownerClient that owns us
parallaxThe parallax object we're currently rendering
planemaster_overrideoverride planemaster we manipulate for turning and other effects
scroll_speedcurrent scroll speed in DS per scroll
scroll_turncurrent scroll turn - applied after angle. if angle is 0 (picture moving north) and turn is 90, it would be like if you turned your viewport 90 deg clockwise.
scrollingcurrently scrolling?
secondary_mapare we not on the main map? if so, put map id here
visvis contents
vis_holderHolder object for vis

Procs

AnimationRuns a modifier to parallax as an animation.
EyeGets the eye we should be centered on
GetPlaneMasterGets the base parallax planemaster for things like turning
HardResetAnimationsfully resets animation state
StopScrollingSmoothly stops the animation, turning to a certain angle as needed.
SyncSyncs us to our parallax objects. Does NOT check if we should have those objects, that's Reset()'s job.
UpdateMotionUpdates motion if needed

Var Details

cached_eye

Eye we were last anchored to - used to detect eye changes

forced_eye

force this eye as the "real" eye - useful for secondary maps

last

last turf loc

last_area

last area - for parallax scrolling/loop animations

layers

all layers

owner

Client that owns us

parallax

The parallax object we're currently rendering

planemaster_override

override planemaster we manipulate for turning and other effects

scroll_speed

current scroll speed in DS per scroll

scroll_turn

current scroll turn - applied after angle. if angle is 0 (picture moving north) and turn is 90, it would be like if you turned your viewport 90 deg clockwise.

scrolling

currently scrolling?

secondary_map

are we not on the main map? if so, put map id here

vis

vis contents

vis_holder

Holder object for vis

Proc Details

Animation

Runs a modifier to parallax as an animation.

@params speed - ds per loop turn - angle clockwise from north to turn the motion to windup - ds to spend on windups. 0 for immediate. turn_speed - ds to spend on turning. 0 for immediate.

Eye

Gets the eye we should be centered on

GetPlaneMaster

Gets the base parallax planemaster for things like turning

HardResetAnimations

fully resets animation state

StopScrolling

Smoothly stops the animation, turning to a certain angle as needed.

Sync

Syncs us to our parallax objects. Does NOT check if we should have those objects, that's Reset()'s job.

Doesn't move/update positions/screen locs either.

Also ensures movedirs are correct for the eye's pos.

UpdateMotion

Updates motion if needed