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Paradise/code/__DEFINES/layers.dm
Qwertytoforty 41a250c4a3 Ports TG supermatter effects / warp effect (#20808)
* [WIP] Ports TG supermatter effects / warp effect

* remove this as it doesnt work

* also remove this test

* Now with real pulsing effects!

* smoother animation

* adds effect to gravity generator / bsg

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>

* Move to effect, singularity has effect

* remove effect from size one singularites / narsi

* now works through walls, yipeee

* merge conflict return I did not want

* Apply suggestions from code review

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Bug fixes and visual tweaks

* Apply suggestions from code review

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

* Update plane_master.dm

---------

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
2023-06-01 14:29:00 -05:00

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//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 -2
#define FLOOR_OVERLAY_PLANE -1.5
#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 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 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 RAD_TEXT_LAYER 15.1
#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
#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"