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* Plane master handling + new chemical Rotatium A whole system to create, store, and access screen master objects from the hud. In case anybody actually wants to do anything relevant with them. Which will probably be me but whatever. Moves things out to some planes that make sense. click catcher -99 game 0 lighting 15 fullscreen 18 HUD 19 above HUD 20 Rotatium is more of a demonstration than something I really really love, but it is kinda neat so here you go. It rocks the game plane and lighting planes back and forth and also does light toxin damage. The longer it effects you, the stronger the rocking gets. No pictures right now, I'll get some later. Sorry. * Pay no attention to the commit behind the curtain * Updates travis to 1346, the stable version for 510 for linux
70 lines
1.9 KiB
Plaintext
70 lines
1.9 KiB
Plaintext
//Defines for atom layers and planes
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//KEEP THESE IN A NICE ACSCENDING ORDER, PLEASE
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#define CLICKCATCHER_PLANE -99
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#define GAME_PLANE 0
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//#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define
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#define MID_TURF_LAYER 2.02
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#define HIGH_TURF_LAYER 2.03
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#define ABOVE_OPEN_TURF_LAYER 2.04
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#define CLOSED_TURF_LAYER 2.05
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#define ABOVE_NORMAL_TURF_LAYER 2.08
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#define LATTICE_LAYER 2.2
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#define DISPOSAL_PIPE_LAYER 2.3
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#define GAS_PIPE_LAYER 2.35
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#define WIRE_LAYER 2.4
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#define WIRE_TERMINAL_LAYER 2.45
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#define LOW_OBJ_LAYER 2.5
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#define BELOW_OPEN_DOOR_LAYER 2.6
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#define OPEN_DOOR_LAYER 2.7
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#define PROJECTILE_HIT_THRESHHOLD_LAYER 2.75 //projectiles won't hit objects at or below this layer if possible
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#define TABLE_LAYER 2.8
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#define BELOW_OBJ_LAYER 2.9
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#define LOW_ITEM_LAYER 2.95
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//#define OBJ_LAYER 3 //For easy recordkeeping; this is a byond define
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#define CLOSED_DOOR_LAYER 3.1
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#define CLOSED_FIREDOOR_LAYER 3.11
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#define ABOVE_OBJ_LAYER 3.2
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#define ABOVE_WINDOW_LAYER 3.3
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#define SIGN_LAYER 3.4
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#define HIGH_OBJ_LAYER 3.5
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#define BELOW_MOB_LAYER 3.7
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#define LYING_MOB_LAYER 3.8
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//#define MOB_LAYER 4 //For easy recordkeeping; this is a byond define
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#define ABOVE_MOB_LAYER 4.1
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#define WALL_OBJ_LAYER 4.25
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#define EDGED_TURF_LAYER 4.3
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#define ON_EDGED_TURF_LAYER 4.35
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#define LARGE_MOB_LAYER 4.4
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#define ABOVE_ALL_MOB_LAYER 4.5
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#define SPACEVINE_LAYER 4.8
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#define SPACEVINE_MOB_LAYER 4.9
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//#define FLY_LAYER 5 //For easy recordkeeping; this is a byond define
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#define RIPPLE_LAYER 5.1
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#define GHOST_LAYER 6
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#define AREA_LAYER 10
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#define MASSIVE_OBJ_LAYER 11
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#define POINT_LAYER 12
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#define LIGHTING_PLANE 15
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#define LIGHTING_LAYER 15
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//HUD layer defines
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#define FULLSCREEN_PLANE 18
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#define FLASH_LAYER 18
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#define FULLSCREEN_LAYER 18.1
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#define UI_DAMAGE_LAYER 18.2
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#define BLIND_LAYER 18.3
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#define CRIT_LAYER 18.4
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#define HUD_PLANE 19
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#define HUD_LAYER 19
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#define ABOVE_HUD_PLANE 20
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#define ABOVE_HUD_LAYER 20
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