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Aurora.3/code/__defines/_layers.dm

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#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_INTERMEDIATE_LAYER 4.02
#define MECH_PILOT_LAYER 4.03
#define MECH_LEG_LAYER 4.04
#define MECH_COCKPIT_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