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40 lines
1.8 KiB
Plaintext
40 lines
1.8 KiB
Plaintext
#define PLANE_SPACE_BACKGROUND -98
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#define PLANE_SPACE_PARALLAX (PLANE_SPACE_BACKGROUND + 1) // -97
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#define PLANE_SPACE_DUST (PLANE_SPACE_PARALLAX + 1) // -96
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#define PLANE_ABOVE_PARALLAX (PLANE_SPACE_BACKGROUND + 3) // -95
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#define LOWER_ON_TURF_LAYER (TURF_LAYER + 0.05) // under the below
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#define ON_TURF_LAYER (TURF_LAYER + 0.1) // sitting on the turf - should be preferred over direct use of TURF_LAYER
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#define AO_LAYER (ON_TURF_LAYER + 0.1)
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#define PIPE_LAYER 2.4 //under wires with their 2.44
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#define UNDER_PIPE_LAYER (PIPE_LAYER - 0.1)
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#define CABLE_LAYER 2.44
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#define ABOVE_CABLE_LAYER (CABLE_LAYER + 0.1)
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#define DOOR_OPEN_LAYER 2.7 //Under all objects if opened. 2.7 due to tables being at 2.6
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#define UNDERDOOR 3.09 //Just barely under a closed door.
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#define DOOR_CLOSED_LAYER 3.1 //Above most items if closed
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#define BELOW_MOB_LAYER 3.7
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#define ABOVE_MOB_LAYER 4.1
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#define ABOVE_ALL_MOB_LAYER 4.5
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#define LIGHTING_LAYER 11
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#define EFFECTS_ABOVE_LIGHTING_LAYER 12 // For overlays you want to be above light.
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#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)
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#define OBFUSCATION_LAYER 21 //Where images covering the view for eyes are put
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#define SCREEN_LAYER 22 //Mob HUD/effects layer
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#define CINEMA_LAYER 23
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#define LAYER_TABLE 2.8
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#define LAYER_UNDER_TABLE 2.79
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#define LAYER_ABOVE_TABLE 2.81
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#define MECH_UNDER_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_DECAL_LAYER 4.07
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#define MECH_GEAR_LAYER 4.08
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#define MECH_ABOVE_LAYER 4.09
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