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68a67e2227
🆑 coiax rscadd: Due to budget cuts, the shuttle's hyperspace engines now create a visual distortion at their destination, a few secons before arrival. Crewmembers are encouraged to use these "ripples" as an indication of where not to stand. /🆑 - Adds a new layer RIPPLE_LAYER, above vines, below ghosts - Ripples appear at 10 seconds (the engines online time) and fade in from fully transparent to fully visible during that time.
58 lines
1.7 KiB
Plaintext
58 lines
1.7 KiB
Plaintext
//Defines for atom layers
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//KEEP THESE IN A NICE ACSCENDING ORDER, PLEASE
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//#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define
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#define ABOVE_OPEN_TURF_LAYER 2.01
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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_LAYER 15
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//HUD layer defines
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#define FLASH_LAYER 17.9
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#define FULLSCREEN_LAYER 18
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#define UI_DAMAGE_LAYER 18.1
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#define BLIND_LAYER 18.2
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#define CRIT_LAYER 18.3
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#define HUD_LAYER 19
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#define ABOVE_HUD_LAYER 19.1
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