mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-24 16:22:34 +00:00
Added weapons racks, can be locked/unlocked with an ID card. Added weapons racks sprites, from Wezzy. Refactored some circuitboard code, moved the defines, applied the defines, DMDocs. Moved mutable appearance appearance flag set to the mutable appearance file. Reorganized the Horizon armory with the weapons racks, moved things around, put down markers on lockers depending on the danger level of their content, reorganized content of the remaining lockers. Made weapons racks constructable with circuitboards.    sound/items/metal_shutter.ogg - https://freesound.org/people/bruno.auzet/sounds/524695/ (CC0, sound was edited)
211 lines
5.5 KiB
Plaintext
211 lines
5.5 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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#define LOWEST_PLANE -200
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#define CLICKCATCHER_PLANE -100
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#define SPACE_PLANE -99
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#define SPACE_LAYER 1
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#define SKYBOX_PLANE -98
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#define SKYBOX_LAYER 1
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#define DUST_PLANE -97
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#define DEBRIS_LAYER 1
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#define DUST_LAYER 2
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// Openspace uses planes -80 through -70.
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#define OPENTURF_MAX_PLANE -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 OVER_OPENSPACE_PLANE -4
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#define WARP_EFFECT_PLANE -3
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#define BLACKNESS_PLANE 0 //Blackness plane as per DM documentation.
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#define DEFAULT_PLANE 1
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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_PIPE_LAYER 2.06
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#define EXPOSED_WIRE_LAYER 2.07
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#define EXPOSED_WIRE_TERMINAL_LAYER 2.08
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#define CATWALK_LAYER 2.09
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#define ABOVE_CATWALK_LAYER 2.10
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#define BLOOD_LAYER 2.11
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#define MOUSETRAP_LAYER 2.12
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#define PLANT_LAYER 2.13
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#define AO_LAYER 2.14
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//HIDING MOB
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#define HIDING_MOB_LAYER 2.15
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#define SHALLOW_FLUID_LAYER 2.16
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// OBJ
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#define BELOW_DOOR_LAYER 2.18
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#define OPEN_DOOR_LAYER 2.19
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#define BELOW_TABLE_LAYER 2.20
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#define TABLE_LAYER 2.21
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#define ABOVE_TABLE_LAYER 2.22
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#define BELOW_OBJ_LAYER 2.23
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#define STRUCTURE_LAYER 2.24
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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 UNDERDOOR 3.015 //Just barely under a closed door. TODO: Obsolete?
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#define CLOSED_DOOR_LAYER 3.02
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#define ABOVE_DOOR_LAYER 3.03
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#define SIDE_WINDOW_LAYER 3.04
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#define FULL_WINDOW_LAYER 3.05
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#define ABOVE_WINDOW_LAYER 3.06
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#define HOLOMAP_OVERLAY_LAYER 3.061
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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 MECH_BASE_LAYER 4.01
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#define MECH_INTERMEDIATE_LAYER 4.02
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#define MECH_PILOT_LAYER 4.03
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#define MECH_LEG_LAYER 4.04
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#define MECH_COCKPIT_LAYER 4.05
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#define MECH_ARM_LAYER 4.06
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#define MECH_HEAD_LAYER 4.07
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#define MECH_GEAR_LAYER 4.08
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#define MECH_DECAL_LAYER 4.09
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//ABOVE_HUMAN
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#define ABOVE_HUMAN_LAYER 4.10
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#define ABOVE_ABOVE_HUMAN_LAYER 4.101
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#define VEHICLE_LOAD_LAYER 4.11
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#define CAMERA_LAYER 4.12
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//BLOB
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#define BLOB_SHIELD_LAYER 4.13
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#define BLOB_NODE_LAYER 4.14
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#define BLOB_CORE_LAYER 4.15
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//EFFECTS BELOW LIGHTING
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#define BELOW_PROJECTILE_LAYER 4.16
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#define DEEP_FLUID_LAYER 4.17
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#define FIRE_LAYER 4.18
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#define PROJECTILE_LAYER 4.19
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#define ABOVE_PROJECTILE_LAYER 4.20
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#define SINGULARITY_LAYER 4.21
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#define POINTER_LAYER 4.22
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#define MIMICED_LIGHTING_LAYER 4.23 // Z-Mimic-managed lighting
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//FLY_LAYER 5
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//OBSERVER
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#define OBSERVER_LAYER 5.1
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#define OBFUSCATION_LAYER 5.2
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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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#define OBSERVER_PLANE 3
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#define LIGHTING_PLANE 4
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#define LIGHTING_LAYER 1
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#define EFFECTS_ABOVE_LIGHTING_PLANE 5
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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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#define FULLSCREEN_PLANE 6
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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 7
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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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/// 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 10
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#define EMISSIVE_TARGET "*emissive"
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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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//-------------------- Rendering ---------------------
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/// Semantics - The final compositor or a filter effect renderer
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#define RENDER_GROUP_NONE null
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/// Things to be drawn within the game context
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#define RENDER_GROUP_SCENE 990
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/// Things to be drawn within the screen context
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#define RENDER_GROUP_SCREEN 995
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/// The final render group, for compositing
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#define RENDER_GROUP_FINAL 999
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/// Integer (One of `*_PLANE`). The atom's rendering plane. See `code\__defines\__renderer.dm` for a list of valid planes. Also see the DM Reference for `plane var (atom)`.
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/atom/plane = DEFAULT_PLANE
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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 = DEFAULT_PLANE
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layer = DECAL_LAYER
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/image/proc/plating_decal_layerise()
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plane = DEFAULT_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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