#define PLANE_SPACE_BACKGROUND -98 #define PLANE_SPACE_PARALLAX (PLANE_SPACE_BACKGROUND + 1) // -97 #define PLANE_SPACE_DUST (PLANE_SPACE_PARALLAX + 1) // -96 #define PLANE_ABOVE_PARALLAX (PLANE_SPACE_BACKGROUND + 3) // -95 #define LOWER_ON_TURF_LAYER (TURF_LAYER + 0.05) // under the below #define ON_TURF_LAYER (TURF_LAYER + 0.1) // sitting on the turf - should be preferred over direct use of TURF_LAYER #define AO_LAYER (ON_TURF_LAYER + 0.1) #define PIPE_LAYER 2.4 //under wires with their 2.44 #define UNDER_PIPE_LAYER (PIPE_LAYER - 0.1) #define CABLE_LAYER 2.44 #define ABOVE_CABLE_LAYER (CABLE_LAYER + 0.1) #define DOOR_OPEN_LAYER 2.7 //Under all objects if opened. 2.7 due to tables being at 2.6 #define UNDERDOOR 3.09 //Just barely under a closed door. #define DOOR_CLOSED_LAYER 3.1 //Above most items if closed #define BELOW_MOB_LAYER 3.7 #define ABOVE_MOB_LAYER 4.1 #define ABOVE_ALL_MOB_LAYER 4.5 #define LIGHTING_LAYER 11 #define EFFECTS_ABOVE_LIGHTING_LAYER 12 // For overlays you want to be above light. #define HUD_LAYER 20 //Above lighting, but below obfuscation. For in-game HUD effects (whereas SCREEN_LAYER is for abstract/OOC things like inventory slots) #define OBFUSCATION_LAYER 21 //Where images covering the view for eyes are put #define SCREEN_LAYER 22 //Mob HUD/effects layer #define CINEMA_LAYER 23 #define LAYER_TABLE 2.8 #define LAYER_UNDER_TABLE 2.79 #define LAYER_ABOVE_TABLE 2.81 #define MECH_UNDER_LAYER 4 #define MECH_BASE_LAYER 4.01 #define MECH_HATCH_LAYER 4.02 #define MECH_HEAD_LAYER 4.03 #define MECH_EYES_LAYER 4.04 #define MECH_LEG_LAYER 4.05 #define MECH_ARM_LAYER 4.06 #define MECH_DECAL_LAYER 4.07 #define MECH_GEAR_LAYER 4.08 #define MECH_ABOVE_LAYER 4.09 #define CLICKCATCHER_PLANE -100