//Defines for atom layers and planes //KEEP THESE IN A NICE ACSCENDING ORDER, PLEASE #define CLICKCATCHER_PLANE -99 #define PLANE_SPACE -95 #define PLANE_SPACE_PARALLAX -90 #define FLOOR_PLANE -2 #define FLOOR_OVERLAY_PLANE -1.5 #define GAME_PLANE -1 #define BLACKNESS_PLANE 0 //To keep from conflicts with SEE_BLACKNESS internals #define SPACE_LAYER 1.8 //#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define #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 LATTICE_LAYER 2.2 #define DISPOSAL_PIPE_LAYER 2.3 #define GAS_PIPE_HIDDEN_LAYER 2.35 #define WIRE_LAYER 2.4 #define WIRE_TERMINAL_LAYER 2.45 #define GAS_SCRUBBER_LAYER 2.46 #define GAS_PIPE_VISIBLE_LAYER 2.47 #define GAS_FILTER_LAYER 2.48 #define GAS_PUMP_LAYER 2.49 #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 DOOR_HELPER_LAYER 2.71 //keep this above OPEN_DOOR_LAYER #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 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 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 POINT_LAYER 12 #define LIGHTING_PLANE 15 #define LIGHTING_LAYER 15 #define ABOVE_LIGHTING_PLANE 16 #define ABOVE_LIGHTING_LAYER 16 #define FLOOR_OPENSPACE_PLANE 17 #define OPENSPACE_LAYER 17 #define BYOND_LIGHTING_PLANE 18 #define BYOND_LIGHTING_LAYER 18 #define CAMERA_STATIC_PLANE 19 #define CAMERA_STATIC_LAYER 19 //HUD layer defines #define FULLSCREEN_PLANE 20 #define FLASH_LAYER 20 #define FULLSCREEN_LAYER 20.1 #define UI_DAMAGE_LAYER 20.2 #define BLIND_LAYER 20.3 #define CRIT_LAYER 20.4 #define CURSE_LAYER 20.5 #define HUD_PLANE 21 #define HUD_LAYER 21 #define ABOVE_HUD_PLANE 22 #define ABOVE_HUD_LAYER 22 #define SPLASHSCREEN_LAYER 23 #define SPLASHSCREEN_PLANE 23