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* Field of View and Blindness improvements [bounty + upstream push] * Update death.dm * almost done * Update fov_handler.dm * Face mouse when in combat mode, fix * Fixes the category for the fov admin verb. #63401 * Fixes objects with bad planes and FoV bugs #63412 * pain * there we go * face pref Co-authored-by: Azarak <azarak10@gmail.com>
196 lines
6.4 KiB
Plaintext
196 lines
6.4 KiB
Plaintext
//Defines for atom layers and planes
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//KEEP THESE IN A NICE ACSCENDING ORDER, PLEASE
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//NEVER HAVE ANYTHING BELOW THIS PLANE ADJUST IF YOU NEED MORE SPACE
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#define LOWEST_EVER_PLANE -200
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#define FIELD_OF_VISION_BLOCKER_PLANE -199
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#define FIELD_OF_VISION_BLOCKER_RENDER_TARGET "*FIELD_OF_VISION_BLOCKER_RENDER_TARGET"
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#define CLICKCATCHER_PLANE -99
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#define PLANE_SPACE -95
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#define PLANE_SPACE_PARALLAX -90
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#define GRAVITY_PULSE_PLANE -11
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#define GRAVITY_PULSE_RENDER_TARGET "*GRAVPULSE_RENDER_TARGET"
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#define OPENSPACE_LAYER 600 //Openspace layer over all
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#define OPENSPACE_PLANE -9 //Openspace plane below all turfs
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#define OPENSPACE_BACKDROP_PLANE -8 //Black square just over openspace plane to guaranteed cover all in openspace turf
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#define FLOOR_PLANE -7
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#define GAME_PLANE -4
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#define GAME_PLANE_FOV_HIDDEN -3
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#define ABOVE_GAME_PLANE -2
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#define MOUSE_TRANSPARENT_PLANE -1 //SKYRAT EDIT ADDITION - Pollution port
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#define SPACE_LAYER 1.8
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//#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define
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#define CULT_OVERLAY_LAYER 2.01
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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 TURF_PLATING_DECAL_LAYER 2.031
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#define TURF_DECAL_LAYER 2.039 //Makes turf decals appear in DM how they will look inworld.
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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 BULLET_HOLE_LAYER 2.06
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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_HIDDEN_LAYER 2.35 //layer = initial(layer) + piping_layer / 1000 in atmospherics/update_icon() to determine order of pipe overlap
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#define WIRE_LAYER 2.4
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#define WIRE_BRIDGE_LAYER 2.44
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#define WIRE_TERMINAL_LAYER 2.45
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#define GAS_SCRUBBER_LAYER 2.46
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#define GAS_PIPE_VISIBLE_LAYER 2.47 //layer = initial(layer) + piping_layer / 1000 in atmospherics/update_icon() to determine order of pipe overlap
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#define GAS_FILTER_LAYER 2.48
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#define GAS_PUMP_LAYER 2.49
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#define LOW_OBJ_LAYER 2.5
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///catwalk overlay of /turf/open/floor/catwalk_floor
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#define CATWALK_LAYER 2.51
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#define LOW_SIGIL_LAYER 2.52
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#define SIGIL_LAYER 2.53
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#define HIGH_PIPE_LAYER 2.54
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// Anything aboe this layer is not "on" a turf for the purposes of washing
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// I hate this life of ours
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#define FLOOR_CLEAN_LAYER 2.55
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#define BELOW_OPEN_DOOR_LAYER 2.6
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#define BLASTDOOR_LAYER 2.65
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#define OPEN_DOOR_LAYER 2.7
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#define DOOR_HELPER_LAYER 2.71 //keep this above OPEN_DOOR_LAYER
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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 GATEWAY_UNDERLAY_LAYER 2.85
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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_BLASTDOOR_LAYER 3.05
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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 SHUTTER_LAYER 3.12 // HERE BE DRAGONS
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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 CORGI_ASS_PIN_LAYER 3.41
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#define NOT_HIGH_OBJ_LAYER 3.5
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#define HIGH_OBJ_LAYER 3.6
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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_BELOW_PIGGYBACK_LAYER 3.94
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//#define MOB_LAYER 4 //For easy recordkeeping; this is a byond define
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#define MOB_SHIELD_LAYER 4.01
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#define MOB_ABOVE_PIGGYBACK_LAYER 4.06
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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 GASFIRE_LAYER 5.05
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#define RIPPLE_LAYER 5.1
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#define BLACKNESS_PLANE 0 //To keep from conflicts with SEE_BLACKNESS internals
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#define AREA_PLANE 60
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#define MASSIVE_OBJ_PLANE 70
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#define GHOST_PLANE 80
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#define POINT_PLANE 90
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#define RAD_TEXT_PLANE 90
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//---------- LIGHTING -------------
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///Normal 1 per turf dynamic lighting underlays
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#define LIGHTING_PLANE 100
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///Lighting objects that are "free floating"
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#define O_LIGHTING_VISUAL_PLANE 110
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#define O_LIGHTING_VISUAL_RENDER_TARGET "O_LIGHT_VISUAL_PLANE"
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///Things that should render ignoring lighting
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#define ABOVE_LIGHTING_PLANE 120
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#define LIGHTING_PRIMARY_LAYER 15 //The layer for the main lights of the station
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#define LIGHTING_PRIMARY_DIMMER_LAYER 15.1 //The layer that dims the main lights of the station
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#define LIGHTING_SECONDARY_LAYER 16 //The colourful, usually small lights that go on top
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///visibility + hiding of things outside of light source range
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#define BYOND_LIGHTING_PLANE 130
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//---------- EMISSIVES -------------
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//Layering order of these is not particularly meaningful.
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//Important part is the seperation of the planes for control via plane_master
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/// This plane masks out lighting to create an "emissive" effect, ie for glowing lights in otherwise dark areas.
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#define EMISSIVE_PLANE 150
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/// The render target used by the emissive layer.
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#define EMISSIVE_RENDER_TARGET "*EMISSIVE_PLANE"
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/// The layer you should use if you _really_ don't want an emissive overlay to be blocked.
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#define EMISSIVE_LAYER_UNBLOCKABLE 9999
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///---------------- MISC -----------------------
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///AI Camera Static
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#define CAMERA_STATIC_PLANE 200
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///Debug Atmos Overlays
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#define ATMOS_GROUP_PLANE 450
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///--------------- FULLSCREEN IMAGES ------------
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#define FULLSCREEN_PLANE 500
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#define FLASH_LAYER 1
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#define FULLSCREEN_LAYER 2
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#define UI_DAMAGE_LAYER 3
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#define BLIND_LAYER 4
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#define CRIT_LAYER 5
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#define CURSE_LAYER 6
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#define FOV_EFFECTS_LAYER 10000 //Blindness effects are not layer 4, they lie to you
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///--------------- FULLSCREEN RUNECHAT BUBBLES ------------
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///Popup Chat Messages
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#define RUNECHAT_PLANE 501
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/// Plane for balloon text (text that fades up)
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#define BALLOON_CHAT_PLANE 502
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//-------------------- Rendering ---------------------
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#define RENDER_PLANE_GAME 990
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#define RENDER_PLANE_NON_GAME 995
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#define RENDER_PLANE_MASTER 999
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//-------------------- HUD ---------------------
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//HUD layer defines
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#define HUD_PLANE 1000
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#define ABOVE_HUD_PLANE 1100
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#define RADIAL_BACKGROUND_LAYER 0
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///1000 is an unimportant number, it's just to normalize copied layers
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#define RADIAL_CONTENT_LAYER 1000
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#define ADMIN_POPUP_LAYER 1
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///Plane of the "splash" icon used that shows on the lobby screen. Nothing should ever be above this.
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#define SPLASHSCREEN_PLANE 9999
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#define LOBBY_BACKGROUND_LAYER 3
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#define LOBBY_BUTTON_LAYER 4
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///cinematics are "below" the splash screen
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#define CINEMATIC_LAYER -1
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///Plane master controller keys
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#define PLANE_MASTERS_GAME "plane_masters_game"
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