mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-13 08:56:49 +01:00
adeaaaee4a
Balloon Alerts were sharing planes with NVG effects, causing them to blend improperly. I re-added their proper plane, and ensured they work again.
267 lines
7.5 KiB
Plaintext
267 lines
7.5 KiB
Plaintext
// Planes, layers, and defaults for _renderer.dm
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/*
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from stddef.dm, planes & layers built into byond.
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FLOAT_LAYER = -1
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AREA_LAYER = 1
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TURF_LAYER = 2
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OBJ_LAYER = 3
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MOB_LAYER = 4
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FLY_LAYER = 5
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EFFECTS_LAYER = 5000
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TOPDOWN_LAYER = 10000
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BACKGROUND_LAYER = 20000
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------
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FLOAT_PLANE = -32767
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*/
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/// NEVER HAVE ANYTHING BELOW THIS PLANE ADJUST IF YOU NEED MORE SPACE
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#define LOWEST_EVER_PLANE -200
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#define CLICKCATCHER_PLANE -92
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#define SPACE_PLANE -91
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#define SPACE_LAYER 1
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#define SKYBOX_PLANE -90
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#define SKYBOX_LAYER 1
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#define DUST_PLANE -82
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#define DEBRIS_LAYER 1
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#define DUST_LAYER 2
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#define OPENSPACE_BACKDROP_PLANE -81
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#define OPEN_SPACE_PLANE_START -80
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// Openspace uses planes -80 through -70.
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// Do no put anything between these two, adjust more z level support as needed
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#define OPEN_SPACE_PLANE_END -70
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#define OPENTURF_MAX_DEPTH 10 // The maxiumum number of planes deep we'll go before we just dump everything on the same plane.
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#define HEAT_EFFECT_PLANE 3
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#define HEAT_EFFECT_PLATE_RENDER_TARGET "*HEAT_EFFECT_PLATE_RENDER_TARGET"
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#define HEAT_EFFECT_COMPOSITE_RENDER_TARGET "*HEAT_EFFECT_COMPOSITE_RENDER_TARGET"
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#define COLD_EFFECT_PLATE_RENDER_TARGET "*COLD_EFFECT_PLATE_RENDER_TARGET"
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#define COLD_EFFECT_BACK_PLATE_RENDER_TARGET "*COLD_EFFECT_BACK_PLATE_RENDER_TARGET"
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#define WARP_EFFECT_PLANE 2
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#define WARP_EFFECT_PLATE_RENDER_TARGET "*WARP_EFFECT_PLATE_RENDER_TARGET"
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/// Game Plane, where most of the game objects reside
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#define GAME_PLANE -6
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#define PLATING_LAYER 1
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//ABOVE PLATING
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#define HOLOMAP_LAYER 1.01
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#define DECAL_PLATING_LAYER 1.02
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#define DISPOSALS_PIPE_LAYER 1.03
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#define LATTICE_LAYER 1.04
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#define PIPE_LAYER 1.05
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#define WIRE_LAYER 1.06
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#define WIRE_TERMINAL_LAYER 1.07
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#define ABOVE_WIRE_LAYER 1.08
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//TURF_LAYER 2
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#define TURF_DETAIL_LAYER 2.01
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#define TURF_SHADOW_LAYER 2.02
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//ABOVE TURF
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#define DECAL_LAYER 2.03
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#define RUNE_LAYER 2.04
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#define ABOVE_TILE_LAYER 2.05
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#define EXPOSED_DISPOSALS_PIPE_LAYER 2.06
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#define EXPOSED_PIPE_LAYER 2.07
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#define EXPOSED_WIRE_LAYER 2.08
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#define EXPOSED_WIRE_TERMINAL_LAYER 2.09
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#define CATWALK_LAYER 2.10
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#define ABOVE_CATWALK_LAYER 2.11
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#define BLOOD_LAYER 2.12
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#define MOUSETRAP_LAYER 2.13
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#define PLANT_LAYER 2.14
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#define AO_LAYER 2.15
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//HIDING MOB
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#define HIDING_MOB_LAYER 2.16
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#define SHALLOW_FLUID_LAYER 2.17
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#define PROJECTILE_HIT_THRESHHOLD_LAYER 2.3
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// OBJ
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#define BELOW_DOOR_LAYER 2.69
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#define OPEN_DOOR_LAYER 2.70
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#define BELOW_TABLE_LAYER 2.71
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#define TABLE_LAYER 2.72
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#define ABOVE_TABLE_LAYER 2.73
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#define WINDOW_FRAME_LAYER 2.74
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#define BELOW_WINDOW_LAYER 2.75
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#define SIDE_WINDOW_LAYER 2.76
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#define FULL_WINDOW_LAYER 2.77
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#define ABOVE_WINDOW_LAYER 2.78
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#define BELOW_OBJ_LAYER 2.89
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#define STRUCTURE_LAYER 2.9
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#define ABOVE_STRUCTURE_LAYER 2.91
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//OBJ_LAYER 3
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#define ABOVE_OBJ_LAYER 3.01
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#define MOB_SHADOW_LAYER 3.011
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#define MOB_EMISSIVE_LAYER 3.012
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#define MOB_SHADOW_UPPER_LAYER 3.013
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#define HOLOMAP_OVERLAY_LAYER 3.02
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#define MOB_LOWER_FIRE_OVERLAY 3.03
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//LYING MOB AND HUMAN
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#define LYING_MOB_LAYER 3.07
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#define LYING_HUMAN_LAYER 3.08
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#define BASE_ABOVE_OBJ_LAYER 3.09
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//HUMAN
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#define BASE_HUMAN_LAYER 3.10
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//MOB_LAYER 4
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#define MOB_UPPER_FIRE_OVERLAY 4.01
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#define UNDERDOOR 4.03
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#define CLOSED_DOOR_LAYER 4.04
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#define ABOVE_DOOR_LAYER 4.05
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#define MECH_BASE_LAYER 4.06
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#define MECH_INTERMEDIATE_LAYER 4.07
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#define MECH_PILOT_LAYER 4.08
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#define MECH_LEG_LAYER 4.09
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#define MECH_COCKPIT_LAYER 4.10
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#define MECH_ARM_LAYER 4.11
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#define MECH_HEAD_LAYER 4.12
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#define MECH_GEAR_LAYER 4.13
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#define MECH_DECAL_LAYER 4.14
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// ABOVE_HUMAN
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#define ABOVE_HUMAN_LAYER 4.15
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#define ABOVE_ABOVE_HUMAN_LAYER 4.151
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#define VEHICLE_LOAD_LAYER 4.16
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#define CAMERA_LAYER 4.17
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// BLOB
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#define BLOB_SHIELD_LAYER 4.18
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#define BLOB_NODE_LAYER 4.19
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#define BLOB_CORE_LAYER 4.20
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// EFFECTS BELOW LIGHTING
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#define BELOW_PROJECTILE_LAYER 4.21
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#define DEEP_FLUID_LAYER 4.22
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#define FIRE_LAYER 4.23
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#define PROJECTILE_LAYER 4.24
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#define ABOVE_PROJECTILE_LAYER 4.25
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#define SINGULARITY_LAYER 4.26
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#define POINTER_LAYER 4.27
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#define MIMICED_LIGHTING_LAYER 4.28 // Z-Mimic-managed lighting
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#define OBFUSCATION_LAYER 5.2
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//FLY_LAYER 5
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#define OVERMAP_SECTOR_LAYER 60
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#define OVERMAP_IMPORTANT_SECTOR_LAYER 61
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#define OVERMAP_SHIP_LAYER 62
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#define OVERMAP_SHUTTLE_LAYER 63
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#define AREA_LAYER 999
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/// Above Game Plane. For things which are above game objects, but below screen effects.
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#define ABOVE_GAME_PLANE -5
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#define ROOF_PLANE -4
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#define BLACKNESS_PLANE 0 //Blackness plane as per DM documentation.
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#define DISPLACEMENT_PLATE_RENDER_LAYER 1
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#define DISPLACEMENT_PLATE_RENDER_TARGET "*DISPLACEMENT_PLATE_RENDER_TARGET"
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#define GHOST_PLANE 80
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//-------------------- Lighting ---------------------
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#define LIGHTING_PLANE 100
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#define LIGHTING_LAYER 1
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#define EXTERIOR_LIGHTING_PLANE 101
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#define NVG_PLANE 110
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#define O_LIGHTING_VISUAL_PLANE 120
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#define O_LIGHTING_VISUAL_LAYER 16
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#define O_LIGHTING_VISUAL_RENDER_TARGET "O_LIGHT_VISUAL_PLANE"
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#define LIGHTING_PRIMARY_LAYER 15 //The layer for the main lights of the station
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#define LIGHTING_PRIMARY_DIMMER_LAYER 15.1 //The layer that dims the main lights of the station
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#define LIGHTING_SECONDARY_LAYER 16 //The colourful, usually small lights that go on top
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#define LIGHTING_SHADOW_LAYER 17 //Where the shadows happen
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#define ABOVE_LIGHTING_PLANE 150
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#define EYE_GLOW_LAYER 1
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#define BEAM_PROJECTILE_LAYER 2
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#define SUPERMATTER_WALL_LAYER 3
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#define LIGHTNING_LAYER 4
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//--------------- FULLSCREEN RUNECHAT BUBBLES ------------
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///Popup Chat Messages
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#define RUNECHAT_PLANE 501
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/// Plane for balloon text (text that fades up)
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#define BALLOON_CHAT_PLANE 502
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#define FULLSCREEN_PLANE 900
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#define FULLSCREEN_LAYER 1
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#define DAMAGE_LAYER 2
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#define IMPAIRED_LAYER 3
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#define BLIND_LAYER 4
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#define CRIT_LAYER 5
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#define HUD_PLANE 1000
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#define UNDER_HUD_LAYER 1
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#define HUD_BASE_LAYER 2
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#define HUD_BELOW_ITEM_LAYER 2.9
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#define HUD_ITEM_LAYER 3
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#define HUD_ABOVE_ITEM_LAYER 4
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#define RADIAL_BACKGROUND_LAYER 5
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#define RADIAL_BASE_LAYER 6
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#define RADIAL_CONTENT_LAYER 7
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#define CINEMATIC_PLANE 1200
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/*=============================*\
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| PLANE DEFINES |
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\*=============================*/
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#define RENDER_PLANE_GAME 990
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#define RENDER_PLANE_NON_GAME 995
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#define RENDER_PLANE_MASTER 999
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/// Plane master controller keys
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#define PLANE_MASTERS_GAME "plane_masters_game"
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#define PLANE_MASTERS_NON_MASTER "plane_masters_non_master"
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//---------- EMISSIVES -------------
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//Layering order of these is not particularly meaningful.
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//Important part is the seperation of the planes for control via plane_master
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/// This plane masks out lighting, to create an "emissive" effect for e.g glowing screens in otherwise dark areas.
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#define EMISSIVE_PLANE 90
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#define EMISSIVE_TARGET "*emissive"
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/// The render target used by the emissive layer.
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#define EMISSIVE_RENDER_TARGET "*EMISSIVE_PLANE"
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/// The layer you should use when you -really- don't want an emissive overlay to be blocked.
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#define EMISSIVE_LAYER_UNBLOCKABLE 9999
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#define LIGHTING_BACKPLANE_LAYER 14.5
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#define LIGHTING_RENDER_TARGET "LIGHT_PLANE"
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#define SHADOW_RENDER_TARGET "SHADOW_RENDER_TARGET"
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#define DEFAULT_APPEARANCE_FLAGS (PIXEL_SCALE)
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#define DEFAULT_RENDERER_APPEARANCE_FLAGS (PLANE_MASTER | NO_CLIENT_COLOR)
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/image/appearance_flags = DEFAULT_APPEARANCE_FLAGS
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/atom/proc/hud_layerise()
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plane = HUD_PLANE
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layer = HUD_ITEM_LAYER
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/image/proc/turf_decal_layerise()
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plane = GAME_PLANE
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layer = DECAL_LAYER
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/image/proc/plating_decal_layerise()
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plane = GAME_PLANE
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layer = DECAL_PLATING_LAYER
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/atom/proc/reset_plane_and_layer()
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plane = initial(plane)
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layer = initial(layer)
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