//Defines for atom layers and planes //KEEP THESE IN A NICE ACSCENDING ORDER, PLEASE #define CLICKCATCHER_PLANE -99 #define GRAVITY_PULSE_PLANE -96 //Needs to be behind space, otherwise it blocks space, lol #define GRAVITY_PULSE_RENDER_TARGET "*GRAVPULSE_RENDER_TARGET" #define PLANE_SPACE -95 #define PLANE_SPACE_PARALLAX -90 #define FLOOR_PLANE -6 #define FLOOR_OVERLAY_PLANE -5 #define FLOOR_LIGHTING_LAMPS_GLARE -4 #define FLOOR_LIGHTING_LAMPS_SELFGLOW -3 #define FLOOR_LIGHTING_LAMPS_PLANE -2 #define FLOOR_LIGHTING_LAMPS_RENDER_TARGET "*FLOOR_LIGHTING_LAMPS_RENDER_TARGET" #define GAME_PLANE -1 #define BLACKNESS_PLANE 0 //To keep from conflicts with SEE_BLACKNESS internals #define AREA_PLANE 1 #define SPACE_LAYER 1.5 #define GRASS_UNDER_LAYER 1.6 /// Which layer turfs appear on by default in the map editor. Should be unique! #define MAP_EDITOR_TURF_LAYER 1.6999 #define PLATING_LAYER 1.7 #define LATTICE_LAYER 1.701 #define DISPOSAL_PIPE_LAYER 1.71 #define GAS_PIPE_HIDDEN_LAYER 1.72 #define WIRE_LAYER 1.73 #define WIRE_TERMINAL_LAYER 1.75 #define ABOVE_PLATING_LAYER 1.76 // generic for /obj/hide #define TRAY_SCAN_LAYER_OFFSET 0.5 // place images above TURF_LAYER //#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define #define ABOVE_TRANSPARENT_TURF_LAYER 2.01 // put wire terminals here if T.transparent_floor #define MID_TURF_LAYER 2.02 #define HIGH_TURF_LAYER 2.03 #define TURF_PLATING_DECAL_LAYER 2.031 #define TURF_DECAL_LAYER 2.039 //Makes turf decals appear in DM how they will look inworld. #define ABOVE_OPEN_TURF_LAYER 2.04 #define CLOSED_TURF_LAYER 2.05 #define BULLET_HOLE_LAYER 2.06 #define ABOVE_NORMAL_TURF_LAYER 2.08 #define ABOVE_ICYOVERLAY_LAYER 2.11 #define GAS_SCRUBBER_OFFSET -0.001 #define GAS_PIPE_VISIBLE_LAYER 2.47 #define GAS_PIPE_SCRUB_OFFSET 0.001 #define GAS_PIPE_SUPPLY_OFFSET 0.002 #define GAS_FILTER_OFFSET 0.003 #define GAS_PUMP_OFFSET 0.004 #define HOLOPAD_LAYER 2.491 #define CONVEYOR_LAYER 2.495 #define LOW_OBJ_LAYER 2.5 #define LOW_SIGIL_LAYER 2.52 #define SIGIL_LAYER 2.54 #define HIGH_SIGIL_LAYER 2.56 #define BELOW_OPEN_DOOR_LAYER 2.6 #define BLASTDOOR_LAYER 2.65 #define OPEN_DOOR_LAYER 2.7 #define PROJECTILE_HIT_THRESHHOLD_LAYER 2.75 //projectiles won't hit objects at or below this layer if possible #define TABLE_LAYER 2.8 #define BELOW_OBJ_LAYER 2.9 #define LOW_ITEM_LAYER 2.95 //#define OBJ_LAYER 3 //For easy recordkeeping; this is a byond define #define CLOSED_BLASTDOOR_LAYER 3.05 #define CLOSED_DOOR_LAYER 3.1 #define CLOSED_FIREDOOR_LAYER 3.11 #define SHUTTER_LAYER 3.12 // HERE BE DRAGONS #define ABOVE_OBJ_LAYER 3.2 #define ABOVE_WINDOW_LAYER 3.3 #define DOOR_HELPER_LAYER 3.31 // Keep this above doors and windoors #define SIGN_LAYER 3.4 #define NOT_HIGH_OBJ_LAYER 3.5 #define HIGH_OBJ_LAYER 3.6 #define BELOW_MOB_LAYER 3.7 #define LYING_MOB_LAYER 3.8 //#define MOB_LAYER 4 //For easy recordkeeping; this is a byond define #define ABOVE_MOB_LAYER 4.1 #define HITSCAN_LAYER 4.2 #define WALL_OBJ_LAYER 4.25 #define EDGED_TURF_LAYER 4.3 #define ON_EDGED_TURF_LAYER 4.35 #define LARGE_MOB_LAYER 4.4 #define ABOVE_ALL_MOB_LAYER 4.5 #define SPACEVINE_LAYER 4.8 #define SPACEVINE_MOB_LAYER 4.9 //#define FLY_LAYER 5 //For easy recordkeeping; this is a byond define #define GASFIRE_LAYER 5.05 #define RIPPLE_LAYER 5.1 #define GHOST_LAYER 6 #define LOW_LANDMARK_LAYER 9 #define MID_LANDMARK_LAYER 9.1 #define HIGH_LANDMARK_LAYER 9.2 #define AREA_LAYER 10 #define MASSIVE_OBJ_LAYER 11 #define SMOKE_PLANE 12 #define POINT_LAYER 13 #define CHAT_LAYER 12.0001 // Do not insert layers between these two values #define CHAT_LAYER_MAX 12.9999 /// This plane masks out lighting to create an "emissive" effect, ie for glowing lights in otherwise dark areas. #define EMISSIVE_PLANE 13 /// The render target used by the emissive. #define EMISSIVE_RENDER_TARGET "*EMISSIVE_PLANE" #define POINT_PLANE 14 #define LIGHTING_PLANE 15 #define LIGHTING_LAYER 15 #define LIGHTING_LAMPS_GLARE 16 // Light glare (optional setting) #define LIGHTING_EXPOSURE_PLANE 17 // Light sources "cones" #define LIGHTING_LAMPS_SELFGLOW 18 // Light sources glow (lamps, doors overlay, etc.) #define LIGHTING_LAMPS_PLANE 19 // Light sources themselves (lamps, screens, etc.) #define LIGHTING_LAMPS_RENDER_TARGET "*LIGHTING_LAMPS_RENDER_TARGET" #define RAD_TEXT_LAYER 19.1 #define ABOVE_LIGHTING_PLANE 20 #define ABOVE_LIGHTING_LAYER 20 #define FLOOR_OPENSPACE_PLANE 21 #define OPENSPACE_LAYER 21 #define BYOND_LIGHTING_PLANE 22 #define BYOND_LIGHTING_LAYER 22 #define CAMERA_STATIC_PLANE 23 #define CAMERA_STATIC_LAYER 23 //HUD layer defines #define FULLSCREEN_PLANE 24 #define FLASH_LAYER 24 #define FULLSCREEN_LAYER 24.1 #define UI_DAMAGE_LAYER 24.2 #define BLIND_LAYER 24.3 #define CRIT_LAYER 24.4 #define CURSE_LAYER 24.5 #define HUD_PLANE 25 #define HUD_LAYER 25 #define ABOVE_HUD_PLANE 26 #define ABOVE_HUD_LAYER 26 #define SPLASHSCREEN_LAYER 27 #define SPLASHSCREEN_PLANE 27 #define HUD_PLANE_BUILDMODE 30 // This should always be on top. No exceptions. #define HUD_PLANE_DEBUGVIEW 40 ///Plane master controller keys #define PLANE_MASTERS_GAME "plane_masters_game"