From 3dbe65f55f88681a568ab0be8d72079eb988b3d5 Mon Sep 17 00:00:00 2001 From: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Date: Fri, 9 Feb 2024 23:41:34 -0800 Subject: [PATCH] temp comment --- code/datums/elements/split_visibility.dm | 2 ++ 1 file changed, 2 insertions(+) diff --git a/code/datums/elements/split_visibility.dm b/code/datums/elements/split_visibility.dm index 125c8a1ebcf1e..84d2a6a9df37b 100644 --- a/code/datums/elements/split_visibility.dm +++ b/code/datums/elements/split_visibility.dm @@ -22,6 +22,8 @@ GLOBAL_LIST_INIT(diagonal_junctions, generate_splitvis_lookup()) GLOBAL_LIST_EMPTY(split_visibility_objects) +// Thinking on it, we really only need to generate a copy for each direction accounting for frill, and then just set the overlay based off that +// Except that doesn't work with frills, but frills don't vary by direction, and frills could inherit icon/state from the parent with appearance flags /proc/get_splitvis_object(z_offset, icon_path, junction, dir, frill = FALSE, alpha = 255, pixel_x = 0, pixel_y = 0, plane = GAME_PLANE, layer = WALL_LAYER) var/key = "[icon_path]-[junction]-[dir]-[frill]-[alpha]-[pixel_x]-[pixel_y]-[plane]-[layer]-[z_offset]" var/mutable_appearance/split_vis/vis = GLOB.split_visibility_objects[key]