Layers are now defines (#17949)

* Layers are now defines

* this looks better

* GAS_phil_LAYER

* no message

* remove the three unneeded defines

* no message
This commit is contained in:
Joan Lung
2016-05-27 16:16:21 -04:00
committed by phil235
parent b61d1fd81f
commit 2cfb2d8eed
156 changed files with 296 additions and 280 deletions
+1 -1
View File
@@ -162,7 +162,7 @@
desc = "A thick resin surface covers the floor."
anchored = 1
density = 0
layer = TURF_LAYER + 0.09
layer = TURF_LAYER
icon_state = "weeds"
health = 15
var/obj/structure/alien/weeds/node/linked_node = null
@@ -14,7 +14,7 @@
var/image/nest_overlay
/obj/structure/bed/nest/New()
nest_overlay = image('icons/mob/alien.dmi', "nestoverlay", layer=MOB_LAYER - 0.2)
nest_overlay = image('icons/mob/alien.dmi', "nestoverlay", layer=LYING_MOB_LAYER)
return ..()
/obj/structure/bed/nest/user_unbuckle_mob(mob/living/buckled_mob, mob/living/user)
@@ -73,7 +73,7 @@
if(M in buckled_mobs)
M.pixel_y = 0
M.pixel_x = initial(M.pixel_x) + 2
M.layer = MOB_LAYER - 0.3
M.layer = BELOW_MOB_LAYER
overlays += nest_overlay
else
M.pixel_x = M.get_standard_pixel_x_offset(M.lying)
@@ -162,7 +162,7 @@
/obj/structure/chair/comfy/New()
armrest = image("icons/obj/chairs.dmi", "comfychair_armrest")
armrest.layer = MOB_LAYER + 0.1
armrest.layer = ABOVE_MOB_LAYER
return ..()
+4 -2
View File
@@ -11,7 +11,7 @@ LINEN BINS
icon_state = "sheetwhite"
item_state = "bedsheet"
slot_flags = SLOT_BACK
layer = 4
layer = MOB_LAYER
throwforce = 0
throw_speed = 1
throw_range = 2
@@ -28,9 +28,11 @@ LINEN BINS
/obj/item/weapon/bedsheet/attack_self(mob/user)
user.drop_item()
if(layer == initial(layer))
layer = 5
layer = ABOVE_MOB_LAYER
user << "<span class='notice'>You cover yourself with [src].</span>"
else
layer = initial(layer)
user << "<span class='notice'>You smooth [src] out beneath you.</span>"
add_fingerprint(user)
return
+1 -1
View File
@@ -8,7 +8,7 @@
anchored = 1
density = 1
pixel_x = -16
layer = 9
layer = FLY_LAYER
var/cut = FALSE
var/log_amount = 10
+1 -2
View File
@@ -9,7 +9,7 @@
icon_state = "girder"
anchored = 1
density = 1
layer = 2.9
layer = BELOW_OBJ_LAYER
var/state = GIRDER_NORMAL
var/girderpasschance = 20 // percentage chance that a projectile passes through the girder.
var/can_displace = TRUE //If the girder can be moved around by wrenching it
@@ -291,7 +291,6 @@
anchored = 0
state = GIRDER_DISPLACED
girderpasschance = 25
layer = 2.45
/obj/structure/girder/reinforced
name = "reinforced girder"
+1 -1
View File
@@ -7,7 +7,7 @@
anchored = 1
flags = CONDUCT
pressure_resistance = 5*ONE_ATMOSPHERE
layer = 2.9
layer = BELOW_OBJ_LAYER
var/health = 10
var/destroyed = 0
var/obj/item/stack/rods/stored
+1 -1
View File
@@ -5,7 +5,7 @@
icon_state = "lattice"
density = 0
anchored = 1
layer = 2.3 //under pipes
layer = LATTICE_LAYER //under pipes
var/obj/item/stack/rods/stored
canSmoothWith = list(/obj/structure/lattice,
/turf/open/floor,
+1 -1
View File
@@ -211,7 +211,7 @@ var/global/list/crematoriums = new/list()
/obj/structure/tray
icon = 'icons/obj/stationobjs.dmi'
density = 1
layer = 2.9
layer = BELOW_OBJ_LAYER
var/obj/structure/bodycontainer/connected = null
anchored = 1
pass_flags = LETPASSTHROW
+1 -1
View File
@@ -5,7 +5,7 @@
icon_state = "plasticflaps"
density = 0
anchored = 1
layer = 4
layer = ABOVE_MOB_LAYER
/obj/structure/plasticflaps/CanAStarPass(ID, to_dir, caller)
if(istype(caller, /mob/living))
+1 -1
View File
@@ -5,7 +5,7 @@
desc = "An angled mirror for reflecting lasers. This one does so at a 90 degree angle."
anchored = 0
density = 1
layer = 2.9
layer = BELOW_OBJ_LAYER
var/finished = 0
var/admin = 0 //Can't be rotated or deconstructed
var/framebuildstacktype = /obj/item/stack/sheet/metal
+1 -1
View File
@@ -177,7 +177,7 @@ obj/structure/safe/ex_act(severity, target)
icon_state = "floorsafe"
density = 0
level = 1 //underfloor
layer = 2.5
layer = LOW_OBJ_LAYER
/obj/structure/safe/floor/initialize()
+1 -1
View File
@@ -3,7 +3,7 @@
anchored = 1
opacity = 0
density = 0
layer = 3.5
layer = SIGN_LAYER
/obj/structure/sign/basic
name = "blank sign"
+1 -1
View File
@@ -16,7 +16,7 @@
icon_state = "table_frame"
density = 0
anchored = 0
layer = 2.8
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
var/framestack = /obj/item/stack/rods
var/framestackamount = 2
+1 -1
View File
@@ -19,7 +19,7 @@
icon_state = "table"
density = 1
anchored = 1
layer = 2.8
layer = TABLE_LAYER
climbable = TRUE
pass_flags = LETPASSTHROW //You can throw objects over this, despite it's density.")
var/frame = /obj/structure/table_frame
+1 -1
View File
@@ -27,7 +27,7 @@
pinned_target = T
T.pinnedLoc = src
T.density = 1
T.layer = OBJ_LAYER + 0.1
T.layer = OBJ_LAYER + 0.01
T.loc = loc
user << "<span class='notice'>You slide the target into the stake.</span>"
@@ -6,7 +6,7 @@
icon = 'icons/obj/atmospherics/pipes/transit_tube.dmi'
icon_state = "E-W"
density = 1
layer = 3.1
layer = ABOVE_OBJ_LAYER
anchored = 1
var/tube_construction = /obj/structure/c_transit_tube
var/list/tube_dirs = null
@@ -6,7 +6,7 @@
icon = 'icons/obj/atmospherics/pipes/transit_tube.dmi'
icon_state = "E-W" //icon_state decides which tube will be built
density = 0
layer = 3.1 //same as the built tube
layer = ABOVE_OBJ_LAYER //same as the built tube
anchored = 0
/obj/structure/c_transit_tube/examine(mob/user)
+1 -1
View File
@@ -147,7 +147,7 @@
name = "mist"
icon = 'icons/obj/watercloset.dmi'
icon_state = "mist"
layer = MOB_LAYER + 1
layer = FLY_LAYER
anchored = 1
mouse_opacity = 0
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "A window."
icon_state = "window"
density = 1
layer = 3.2//Just above doors
layer = ABOVE_OBJ_LAYER //Just above doors
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = 1 //initially is 0 for tile smoothing
flags = ON_BORDER