Merge branch 'release' of https://github.com/VOREStation/VOREStation into voreupdate-2

This commit is contained in:
izac112
2024-12-04 15:21:21 +01:00
51 changed files with 1908 additions and 258 deletions
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@@ -188,6 +188,10 @@ What is the naming convention for planes or layers?
#define PLANE_PLAYER_HUD_ITEMS 96 //Separate layer with which to apply colorblindness
#define PLANE_PLAYER_HUD_ABOVE 97 //Things above the player hud
#define RADIAL_BACKGROUND_LAYER 0
///1000 is an unimportant number, it's just to normalize copied layers
#define RADIAL_CONTENT_LAYER 1000
#define PLANE_ADMIN3 99 //Purely for shenanigans (above HUD)
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@@ -1 +1,49 @@
#define MOB_WATER_LAYER 36
// These are used as the layers for the icons, as well as indexes in a list that holds onto them.
// Technically the layers used are all -100+layer to make them FLOAT_LAYER overlays.
//Human Overlays Indexes/////////
#define MUTATIONS_LAYER 1 //Mutations like fat, and lasereyes
#define SKIN_LAYER 2 //Skin things added by a call on species
#define BLOOD_LAYER 3 //Bloodied hands/feet/anything else
#define BODYPARTS_LAYER 4 //Bodyparts layer
#define MOB_DAM_LAYER 5 //Injury overlay sprites like open wounds
#define SURGERY_LAYER 6 //Overlays for open surgical sites
#define UNDERWEAR_LAYER 7 //Underwear/bras/etc
#define TAIL_LOWER_LAYER 8 //Tail as viewed from the south
#define WING_LOWER_LAYER 9 //Wings as viewed from the south
#define SHOES_LAYER_ALT 10 //Shoe-slot item (when set to be under uniform via verb)
#define UNIFORM_LAYER 11 //Uniform-slot item
#define ID_LAYER 12 //ID-slot item
#define SHOES_LAYER 13 //Shoe-slot item
#define GLOVES_LAYER 14 //Glove-slot item
#define BELT_LAYER 15 //Belt-slot item
#define SUIT_LAYER 16 //Suit-slot item
#define TAIL_UPPER_LAYER 17 //Some species have tails to render (As viewed from the N, E, or W)
#define GLASSES_LAYER 18 //Eye-slot item
#define BELT_LAYER_ALT 19 //Belt-slot item (when set to be above suit via verb)
#define SUIT_STORE_LAYER 20 //Suit storage-slot item
#define BACK_LAYER 21 //Back-slot item
#define HAIR_LAYER 22 //The human's hair
#define HAIR_ACCESSORY_LAYER 23 //Simply move this up a number if things are added.
#define EARS_LAYER 24 //Both ear-slot items (combined image)
#define EYES_LAYER 25 //Mob's eyes (used for glowing eyes)
#define FACEMASK_LAYER 26 //Mask-slot item
#define GLASSES_LAYER_ALT 27 //So some glasses can appear on top of hair and things
#define HEAD_LAYER 28 //Head-slot item
#define HANDCUFF_LAYER 29 //Handcuffs, if the human is handcuffed, in a secret inv slot
#define LEGCUFF_LAYER 30 //Same as handcuffs, for legcuffs
#define L_HAND_LAYER 31 //Left-hand item
#define R_HAND_LAYER 32 //Right-hand item
#define WING_LAYER 33 //Wings or protrusions over the suit.
#define TAIL_UPPER_LAYER_ALT 34 //Modified tail-sprite layer. Tend to be larger.
#define MODIFIER_EFFECTS_LAYER 35 //Effects drawn by modifiers
#define FIRE_LAYER 36 //'Mob on fire' overlay layer
#define MOB_WATER_LAYER 37
#define TARGETED_LAYER 38 //'Aimed at' overlay layer
#define VORE_BELLY_LAYER 39
#define VORE_TAIL_LAYER 40
#define TOTAL_LAYERS 40 // <---- KEEP THIS UPDATED, should always equal the highest number here, used to initialize a list.
//These two are only used for gargoyles currently
#define HUMAN_BODY_LAYERS list(MUTATIONS_LAYER, TAIL_LOWER_LAYER, WING_LOWER_LAYER, BODYPARTS_LAYER, SKIN_LAYER, BLOOD_LAYER, MOB_DAM_LAYER, TAIL_UPPER_LAYER, HAIR_LAYER, HAIR_ACCESSORY_LAYER, EYES_LAYER, WING_LAYER, VORE_BELLY_LAYER, VORE_TAIL_LAYER, TAIL_UPPER_LAYER_ALT)
#define HUMAN_OTHER_LAYERS list(MODIFIER_EFFECTS_LAYER, FIRE_LAYER, MOB_WATER_LAYER, TARGETED_LAYER)