Layers are now defines (#17949)

* Layers are now defines

* this looks better

* GAS_phil_LAYER

* no message

* remove the three unneeded defines

* no message
This commit is contained in:
Joan Lung
2016-05-27 16:16:21 -04:00
committed by phil235
parent b61d1fd81f
commit 2cfb2d8eed
156 changed files with 296 additions and 280 deletions

54
code/__DEFINES/layers.dm Normal file
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@@ -0,0 +1,54 @@
//Defines for atom layers
//KEEP THESE IN A NICE ACSCENDING ORDER, PLEASE
//#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define
#define ABOVE_OPEN_TURF_LAYER 2.01
#define CLOSED_TURF_LAYER 2.05
#define ABOVE_NORMAL_TURF_LAYER 2.08
#define LATTICE_LAYER 2.2
#define DISPOSAL_PIPE_LAYER 2.3
#define GAS_PIPE_LAYER 2.35
#define WIRE_LAYER 2.4
#define WIRE_TERMINAL_LAYER 2.45
#define LOW_OBJ_LAYER 2.5
#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_DOOR_LAYER 3.1
#define CLOSED_FIREDOOR_LAYER 3.11
#define ABOVE_OBJ_LAYER 3.2
#define SIGN_LAYER 3.4
#define HIGH_OBJ_LAYER 3.5
#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 GHOST_LAYER 6
#define AREA_LAYER 10
#define MASSIVE_OBJ_LAYER 11
#define POINT_LAYER 12
#define LIGHTING_LAYER 15
//HUD layer defines
#define FLASH_LAYER 17.9
#define FULLSCREEN_LAYER 18
#define DAMAGE_LAYER 18.1
#define BLIND_LAYER 18.2
#define CRIT_LAYER 18.3
#define HUD_LAYER 19
#define ABOVE_HUD_LAYER 19.1

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@@ -125,7 +125,7 @@
blobpwrdisplay.icon_state = "block"
blobpwrdisplay.screen_loc = ui_health
blobpwrdisplay.mouse_opacity = 0
blobpwrdisplay.layer = 20
blobpwrdisplay.layer = ABOVE_HUD_LAYER
infodisplay += blobpwrdisplay
healths = new /obj/screen/healths/blob()

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@@ -35,7 +35,7 @@
using.icon = ui_style
using.icon_state = "swap_1_m"
using.screen_loc = ui_swaphand1
using.layer = 19
using.layer = HUD_LAYER
static_inventory += using
using = new /obj/screen/inventory()
@@ -43,7 +43,7 @@
using.icon = ui_style
using.icon_state = "swap_2"
using.screen_loc = ui_swaphand2
using.layer = 19
using.layer = HUD_LAYER
static_inventory += using
zone_select = new /obj/screen/zone_sel()

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@@ -1,7 +1,3 @@
#define FULLSCREEN_LAYER 18
#define DAMAGE_LAYER FULLSCREEN_LAYER + 0.1
#define BLIND_LAYER DAMAGE_LAYER + 0.1
#define CRIT_LAYER BLIND_LAYER + 0.1
/mob
var/list/screens = list()
@@ -110,8 +106,3 @@
icon = 'icons/mob/screen_gen.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "druggy"
#undef FULLSCREEN_LAYER
#undef BLIND_LAYER
#undef DAMAGE_LAYER
#undef CRIT_LAYER

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@@ -31,11 +31,11 @@
name = "Faith"
icon_state = "deity_power"
screen_loc = ui_deitypower
layer = 20
layer = HUD_LAYER
/obj/screen/deity_follower_display
name = "Followers"
icon_state = "deity_followers"
screen_loc = ui_deityfollowers
layer = 20
layer = HUD_LAYER

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@@ -197,7 +197,7 @@
A.screen_loc = "CENTER[x]:16,SOUTH+[y]:7"
else
A.screen_loc = "CENTER+[x]:16,SOUTH+[y]:7"
A.layer = 20
A.layer = ABOVE_HUD_LAYER
x++
if(x == 4)

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@@ -9,7 +9,7 @@
/obj/screen
name = ""
icon = 'icons/mob/screen_gen.dmi'
layer = 20
layer = ABOVE_HUD_LAYER
unacidable = 1
appearance_flags = APPEARANCE_UI
var/obj/master = null //A reference to the object in the slot. Grabs or items, generally.
@@ -29,7 +29,7 @@
maptext_width = 480
/obj/screen/swap_hand
layer = 19
layer = HUD_LAYER
name = "swap hand"
/obj/screen/swap_hand/Click()
@@ -60,7 +60,7 @@
var/slot_id // The indentifier for the slot. It has nothing to do with ID cards.
var/icon_empty // Icon when empty. For now used only by humans.
var/icon_full // Icon when contains an item. For now used only by humans.
layer = 19
layer = HUD_LAYER
/obj/screen/inventory/Click()
// At this point in client Click() code we have passed the 1/10 sec check and little else
@@ -154,7 +154,7 @@
name = "drop"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "act_drop"
layer = 19
layer = HUD_LAYER
/obj/screen/drop/Click()
usr.drop_item_v()
@@ -289,7 +289,7 @@
name = "resist"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "act_resist"
layer = 19
layer = HUD_LAYER
/obj/screen/resist/Click()
if(isliving(usr))
@@ -403,7 +403,7 @@
icon_state = "blank"
blend_mode = BLEND_ADD
screen_loc = "WEST,SOUTH to EAST,NORTH"
layer = 17
layer = FLASH_LAYER
/obj/screen/damageoverlay
icon = 'icons/mob/screen_full.dmi'
@@ -412,7 +412,7 @@
blend_mode = BLEND_MULTIPLY
screen_loc = "CENTER-7,CENTER-7"
mouse_opacity = 0
layer = 18.1 //The black screen overlay sets layer to 18 to display it, this one has to be just on top.
layer = DAMAGE_LAYER
/obj/screen/healths
name = "health"

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@@ -71,7 +71,7 @@ var/const/tk_maxrange = 15
flags = NOBLUDGEON | ABSTRACT
//item_state = null
w_class = 10
layer = 20
layer = ABOVE_HUD_LAYER
var/last_throw = 0
var/atom/movable/focus = null

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@@ -19,7 +19,7 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
name = "Space"
icon = 'icons/turf/areas.dmi'
icon_state = "unknown"
layer = 10
layer = AREA_LAYER
mouse_opacity = 0
invisibility = INVISIBILITY_LIGHTING

View File

@@ -26,7 +26,7 @@
/area/New()
icon_state = ""
layer = 10
layer = AREA_LAYER
master = src
uid = ++global_uid
related = list(src)

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@@ -1,5 +1,5 @@
/atom
layer = 2
layer = TURF_LAYER
var/level = 2
var/flags = 0
var/list/fingerprints

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@@ -1,5 +1,5 @@
/atom/movable
layer = 3
layer = OBJ_LAYER
var/last_move = null
var/anchored = 0
var/throwing = 0

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@@ -1317,7 +1317,7 @@
icon = 'icons/effects/96x96.dmi'
pixel_x = -30
pixel_y = -30
layer = 2.01
layer = ABOVE_OPEN_TURF_LAYER
/obj/effect/clockwork/judicial_marker/New()
..()
@@ -1438,7 +1438,7 @@
desc = "Some big guy."
clockwork_desc = "One of Ratvar's generals."
alpha = 200
layer = 10
layer = MASSIVE_OBJ_LAYER
/obj/effect/clockwork/general_marker/New()
..()

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@@ -1,7 +1,7 @@
/obj/structure/clockwork/massive //For objects that are typically very large
name = "massive construct"
desc = "A very large construction."
layer = 10
layer = MASSIVE_OBJ_LAYER
/obj/structure/clockwork/massive/celestial_gateway //The gateway to Reebe, from which Ratvar emerges
name = "Gateway to the Celestial Derelict"

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@@ -189,7 +189,7 @@
/obj/item/clothing/suit/hooded/cultrobes/cult_shield/worn_overlays(isinhands)
. = list()
if(!isinhands && current_charges)
. += image(layer = MOB_LAYER+0.05, icon = 'icons/effects/effects.dmi', icon_state = "shield-cult")
. += image(layer = MOB_LAYER+0.01, icon = 'icons/effects/effects.dmi', icon_state = "shield-cult")
/obj/item/clothing/suit/hooded/cultrobes/berserker
name = "flagellant's robes"

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@@ -22,7 +22,7 @@ To draw a rune, use an arcane tome.
icon = 'icons/obj/rune.dmi'
icon_state = "1"
unacidable = 1
layer = TURF_LAYER + 0.08
layer = ABOVE_NORMAL_TURF_LAYER
color = rgb(255,0,0)
var/invocation = "Aiy ele-mayo!" //This is said by cultists when the rune is invoked.

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@@ -20,7 +20,7 @@
hands_overlays += r_hand_image
if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD)
r_hand.layer = 20
r_hand.layer = ABOVE_HUD_LAYER
r_hand.screen_loc = ui_rhand
client.screen |= r_hand
@@ -35,7 +35,7 @@
hands_overlays += l_hand_image
if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD)
l_hand.layer = 20
l_hand.layer = ABOVE_HUD_LAYER
l_hand.screen_loc = ui_lhand
client.screen |= l_hand
if(hands_overlays.len)

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@@ -5,7 +5,7 @@
icon_state = "dominator"
density = 1
anchored = 1
layer = 3.6
layer = HIGH_OBJ_LAYER
var/maxhealth = 200
var/health = 200
var/datum/gang/gang

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@@ -389,7 +389,7 @@
/obj/effect/overlay/temp/swarmer //temporary swarmer visual feedback objects
icon = 'icons/mob/swarmer.dmi'
layer = MOB_LAYER
layer = BELOW_MOB_LAYER
/obj/effect/overlay/temp/swarmer/disintegration
icon_state = "disintegrate"

View File

@@ -18,7 +18,7 @@
invisibility = INVISIBILITY_REVENANT
health = INFINITY //Revenants don't use health, they use essence instead
maxHealth = INFINITY
layer = 5
layer = GHOST_LAYER
healable = 0
sight = SEE_SELF
see_invisible = SEE_INVISIBLE_NOLIGHTING

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@@ -48,7 +48,7 @@ var/bomb_set
icon = 'icons/obj/machines/nuke_terminal.dmi'
icon_state = "nuclearbomb_base"
anchored = 1 //stops it being moved
layer = 4
layer = MOB_LAYER
/obj/machinery/nuclearbomb/syndicate

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@@ -145,28 +145,28 @@ var/hsboxspawn = 1
P.wear_suit.layer = initial(P.wear_suit.layer)
P.wear_suit = null
P.wear_suit = new/obj/item/clothing/suit/space(P)
P.wear_suit.layer = 20
P.wear_suit.layer = ABOVE_HUD_LAYER
P.update_inv_wear_suit()
if(P.head)
P.head.loc = P.loc
P.head.layer = initial(P.head.layer)
P.head = null
P.head = new/obj/item/clothing/head/helmet/space(P)
P.head.layer = 20
P.head.layer = ABOVE_HUD_LAYER
P.update_inv_head()
if(P.wear_mask)
P.wear_mask.loc = P.loc
P.wear_mask.layer = initial(P.wear_mask.layer)
P.wear_mask = null
P.wear_mask = new/obj/item/clothing/mask/gas(P)
P.wear_mask.layer = 20
P.wear_mask.layer = ABOVE_HUD_LAYER
P.update_inv_wear_mask()
if(P.back)
P.back.loc = P.loc
P.back.layer = initial(P.back.layer)
P.back = null
P.back = new/obj/item/weapon/tank/jetpack/oxygen(P)
P.back.layer = 20
P.back.layer = ABOVE_HUD_LAYER
P.update_inv_back()
P.internal = P.back
P.update_internals_hud_icon(1)

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@@ -5,7 +5,7 @@
name = "bluespace gigabeacon"
desc = "A device that draws power from bluespace and creates a permanent tracking beacon."
level = 1 // underfloor
layer = 2.5
layer = LOW_OBJ_LAYER
anchored = 1
use_power = 1
idle_power_usage = 0

View File

@@ -2,7 +2,7 @@
name = "\improper AI liquid dispenser"
icon = 'icons/obj/device.dmi'
icon_state = "motion3"
layer = 3
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
anchored = 1
var/uses = 20
var/disabled = 1

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@@ -10,7 +10,7 @@
use_power = 2
idle_power_usage = 5
active_power_usage = 10
layer = MOB_LAYER + 0.25
layer = WALL_OBJ_LAYER
var/health = 50
var/list/network = list("SS13")

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@@ -986,7 +986,7 @@ var/list/airlock_overlays = list()
sleep(5)
src.density = 0
sleep(9)
src.layer = 2.7
src.layer = OPEN_DOOR_LAYER
update_icon(AIRLOCK_OPEN, 1)
SetOpacity(0)
operating = 0
@@ -1023,7 +1023,7 @@ var/list/airlock_overlays = list()
return 1
operating = 1
update_icon(AIRLOCK_CLOSING, 1)
src.layer = 3.1
src.layer = CLOSED_DOOR_LAYER
sleep(5)
src.density = 1
if(!safe)

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@@ -6,7 +6,7 @@
anchored = 1
opacity = 1
density = 1
layer = 2.7
layer = OPEN_DOOR_LAYER
power_channel = ENVIRON
var/secondsElectrified = 0
@@ -19,7 +19,7 @@
var/heat_proof = 0 // For rglass-windowed airlocks and firedoors
var/emergency = 0 // Emergency access override
var/sub_door = 0 // 1 if it's meant to go under another door.
var/closingLayer = 3.1
var/closingLayer = CLOSED_DOOR_LAYER
var/autoclose = 0 //does it automatically close after some time
var/safe = 1 //whether the door detects things and mobs in its way and reopen or crushes them.
var/locked = 0 //whether the door is bolted or not.
@@ -29,9 +29,9 @@
/obj/machinery/door/New()
..()
if(density)
layer = 3.1 //Above most items if closed
layer = CLOSED_DOOR_LAYER //Above most items if closed
else
layer = 2.7 //Under all objects if opened. 2.7 due to tables being at 2.6
layer = OPEN_DOOR_LAYER //Under all objects if opened. 2.7 due to tables being at 2.6
update_freelook_sight()
air_update_turf(1)
airlocks += src
@@ -245,7 +245,7 @@ obj/machinery/door/proc/try_to_crowbar(obj/item/I, mob/user)
sleep(5)
density = 0
sleep(5)
layer = 2.7
layer = OPEN_DOOR_LAYER
update_icon()
SetOpacity(0)
operating = 0

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@@ -18,7 +18,7 @@
glass = 1
var/nextstate = null
sub_door = 1
closingLayer = 3.11
closingLayer = CLOSED_FIREDOOR_LAYER
/obj/machinery/door/firedoor/Bumped(atom/AM)
if(panel_open || operating)

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@@ -3,7 +3,7 @@
name = "shutters"
desc = "Heavy duty metal shutters that opens mechanically."
icon = 'icons/obj/doors/shutters.dmi'
layer = 3.1
layer = CLOSED_DOOR_LAYER
/obj/machinery/door/poddoor/shutters/preopen
icon_state = "open"
@@ -15,14 +15,14 @@
/obj/machinery/door/poddoor/shutters/New()
..()
layer = 3.1 //to handle /obj/machinery/door/New() resetting the layer.
layer = CLOSED_DOOR_LAYER //to handle /obj/machinery/door/New() resetting the layer.
/obj/machinery/door/poddoor/shutters/open(ignorepower = 0)
..()
layer = 3.1
layer = CLOSED_DOOR_LAYER
/obj/machinery/door/poddoor/shutters/close(ignorepower = 0)
..()
layer = 3.1
layer = CLOSED_DOOR_LAYER

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@@ -35,7 +35,7 @@ var/const/HOLOPAD_MODE = RANGE_BASED
name = "\improper AI holopad"
desc = "It's a floor-mounted device for projecting holographic images. It is activated remotely."
icon_state = "holopad0"
layer = 2.1
layer = LOW_OBJ_LAYER
flags = HEAR
languages = ROBOT | HUMAN
var/list/masters = list()//List of AIs that use the holopad

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@@ -11,7 +11,7 @@
name = "electromagnetic generator"
desc = "A device that uses station power to create points of magnetic energy."
level = 1 // underfloor
layer = 2.5
layer = LOW_OBJ_LAYER
anchored = 1
use_power = 1
idle_power_usage = 50

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@@ -8,7 +8,7 @@
name = "navigation beacon"
desc = "A radio beacon used for bot navigation."
level = 1 // underfloor
layer = 2.5
layer = LOW_OBJ_LAYER
anchored = 1
var/open = 0 // true if cover is open

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@@ -178,7 +178,7 @@
qdel(I)
qdel(J)
H.icon = HI
H.layer = 25
H.layer = ABOVE_HUD_LAYER
usr.mapobjs += H
#else
@@ -296,7 +296,7 @@
H.icon = I
qdel(I)
H.layer = 25
H.layer = ABOVE_HUD_LAYER
usr.mapobjs += H
#endif

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@@ -3,7 +3,7 @@
icon = 'icons/obj/turrets.dmi'
icon_state = "grey_target_prism"
anchored = 1
layer = 3
layer = OBJ_LAYER
invisibility = INVISIBILITY_OBSERVER //the turret is invisible if it's inside its cover
density = 1
use_power = 1 //this turret uses and requires power
@@ -502,7 +502,7 @@
if(cover)
cover.icon_state = "openTurretCover"
raised = 1
layer = 4
layer = MOB_LAYER
/obj/machinery/porta_turret/proc/popDown() //pops the turret down
if(disabled)
@@ -511,7 +511,7 @@
return
if(stat & BROKEN)
return
layer = 3
layer = OBJ_LAYER
raising = 1
if(cover)
flick("popdown", cover)

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@@ -8,7 +8,7 @@
icon = 'icons/obj/turrets.dmi'
icon_state = "turretCover"
anchored = 1
layer = 3.5
layer = HIGH_OBJ_LAYER
density = 0
var/obj/machinery/porta_turret/parent_turret = null

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@@ -5,7 +5,7 @@ var/const/SAFETY_COOLDOWN = 100
desc = "A large crushing machine which is used to recycle small items ineffeciently; there are lights on the side of it."
icon = 'icons/obj/recycling.dmi'
icon_state = "grinder-o0"
layer = MOB_LAYER+1 // Overhead
layer = ABOVE_ALL_MOB_LAYER // Overhead
anchored = 1
density = 1
var/safety_mode = FALSE // Temporarily stops machine if it detects a mob

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@@ -111,7 +111,7 @@
anchored = 0
density = 1
layer = MOB_LAYER - 0.2 //so people can't hide it and it's REALLY OBVIOUS
layer = BELOW_MOB_LAYER //so people can't hide it and it's REALLY OBVIOUS
stat = 0
var/active = 0

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@@ -7,7 +7,7 @@
anchored = 0
density = 0
layer = MOB_LAYER - 0.2 //so people can't hide it and it's REALLY OBVIOUS
layer = BELOW_MOB_LAYER //so people can't hide it and it's REALLY OBVIOUS
unacidable = 1
var/timer = 60

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@@ -3,7 +3,7 @@
desc = "A large metallic machine with an entrance and an exit. A sign on the side reads, 'human go in, robot come out', human must be lying down and alive. Has to cooldown between each use."
icon = 'icons/obj/recycling.dmi'
icon_state = "separator-AO1"
layer = MOB_LAYER+1 // Overhead
layer = ABOVE_ALL_MOB_LAYER // Overhead
anchored = 1
density = 0
var/transform_dead = 0

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@@ -15,7 +15,7 @@
desc = "A generic vending machine."
icon = 'icons/obj/vending.dmi'
icon_state = "generic"
layer = 2.9
layer = BELOW_OBJ_LAYER
anchored = 1
density = 1
verb_say = "beeps"

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@@ -20,7 +20,7 @@
opacity = 1 ///opaque. Menacing.
anchored = 1 //no pulling around.
unacidable = 1 //and no deleting hoomans inside
layer = MOB_LAYER - 0.2//icon draw layer
layer = BELOW_MOB_LAYER//icon draw layer
infra_luminosity = 15 //byond implementation is bugged.
force = 5
flags = HEAR

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@@ -5,7 +5,7 @@
desc = "It's green and acidic. It looks like... <i>blood?</i>"
gender = PLURAL
density = 0
layer = 2
layer = ABOVE_OPEN_TURF_LAYER
icon = 'icons/effects/blood.dmi'
icon_state = "xfloor1"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")

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@@ -3,7 +3,7 @@
desc = "It's red and gooey. Perhaps it's the chef's cooking?"
gender = PLURAL
density = 0
layer = 2
layer = ABOVE_OPEN_TURF_LAYER
icon = 'icons/effects/blood.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
@@ -38,7 +38,7 @@
desc = "Your instincts say you shouldn't be following these."
gender = PLURAL
density = 0
layer = 2
layer = ABOVE_OPEN_TURF_LAYER
random_icon_states = null
var/list/existing_dirs = list()
blood_DNA = list()
@@ -53,7 +53,7 @@
desc = "They look bloody and gruesome."
gender = PLURAL
density = 0
layer = 2
layer = ABOVE_OPEN_TURF_LAYER
icon = 'icons/effects/blood.dmi'
icon_state = "gibbl5"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")

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@@ -3,7 +3,7 @@
desc = "Someone should clean that up."
gender = PLURAL
density = 0
layer = 2
layer = ABOVE_OPEN_TURF_LAYER
icon = 'icons/obj/objects.dmi'
icon_state = "shards"
@@ -26,7 +26,7 @@
icon_state = "dirt"
gender = PLURAL
density = 0
layer = 2
layer = ABOVE_OPEN_TURF_LAYER
mouse_opacity = 0
/obj/effect/decal/cleanable/flour
@@ -34,7 +34,7 @@
desc = "It's still good. Four second rule!"
gender = PLURAL
density = 0
layer = 2
layer = ABOVE_OPEN_TURF_LAYER
icon_state = "flour"
/obj/effect/decal/cleanable/greenglow
@@ -42,7 +42,7 @@
desc = "Jeez. I hope that's not for lunch."
gender = PLURAL
density = 0
layer = 2
layer = ABOVE_OPEN_TURF_LAYER
luminosity = 1
icon_state = "greenglow"
@@ -53,7 +53,7 @@
name = "cobweb"
desc = "Somebody should remove that."
density = 0
layer = 3
layer = OBJ_LAYER
icon_state = "cobweb1"
burntime = 1
@@ -64,7 +64,7 @@
name = "gooey grey mass"
desc = "It looks like a melted... something."
density = 0
layer = 3
layer = OBJ_LAYER
icon = 'icons/obj/chemical.dmi'
icon_state = "molten"
@@ -72,7 +72,7 @@
name = "cobweb"
desc = "Somebody should remove that."
density = 0
layer = 3
layer = OBJ_LAYER
icon_state = "cobweb2"
//Vomit (sorry)
@@ -81,7 +81,7 @@
desc = "Gosh, how unpleasant."
gender = PLURAL
density = 0
layer = 2
layer = ABOVE_OPEN_TURF_LAYER
icon = 'icons/effects/blood.dmi'
icon_state = "vomit_1"
random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
@@ -113,14 +113,14 @@
name = "tomato smudge"
desc = "It's red."
density = 0
layer = 2
layer = ABOVE_OPEN_TURF_LAYER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("tomato_floor1", "tomato_floor2", "tomato_floor3")
/obj/effect/decal/cleanable/plant_smudge
name = "plant smudge"
density = 0
layer = 2
layer = ABOVE_OPEN_TURF_LAYER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_plant")
@@ -128,7 +128,7 @@
name = "smashed egg"
desc = "Seems like this one won't hatch."
density = 0
layer = 2
layer = ABOVE_OPEN_TURF_LAYER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_egg1", "smashed_egg2", "smashed_egg3")
@@ -136,7 +136,7 @@
name = "smashed pie"
desc = "It's pie cream from a cream pie."
density = 0
layer = 2
layer = ABOVE_OPEN_TURF_LAYER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_pie")
@@ -153,7 +153,7 @@
icon_state = "shreds"
gender = PLURAL
density = 0
layer = 2
layer = ABOVE_OPEN_TURF_LAYER
/obj/effect/decal/cleanable/shreds/New()
pixel_x = rand(-5, 5)

View File

@@ -5,7 +5,7 @@
desc = "It's a useless heap of junk... <i>or is it?</i>"
gender = PLURAL
density = 0
layer = 2
layer = ABOVE_OPEN_TURF_LAYER
icon = 'icons/mob/robots.dmi'
icon_state = "gib1"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
@@ -44,7 +44,7 @@
desc = "It's black and greasy. Looks like Beepsky made another mess."
gender = PLURAL
density = 0
layer = 2
layer = ABOVE_OPEN_TURF_LAYER
icon = 'icons/mob/robots.dmi'
icon_state = "floor1"
var/viruses = list()

View File

@@ -3,7 +3,7 @@
desc = "Graffiti. Damn kids."
icon = 'icons/effects/crayondecal.dmi'
icon_state = "rune1"
layer = 2.1
layer = ABOVE_NORMAL_TURF_LAYER
var/do_icon_rotate = TRUE
/obj/effect/decal/cleanable/crayon/examine()
@@ -31,7 +31,7 @@
/obj/effect/decal/cleanable/crayon/gang
layer = 3.6 //Harder to hide
layer = HIGH_OBJ_LAYER //Harder to hide
do_icon_rotate = FALSE //These are designed to always face south, so no rotation please.
var/datum/gang/gang

View File

@@ -2,7 +2,7 @@
name = "pointer"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "arrow"
layer = 16
layer = POINT_LAYER
duration = 25
/obj/effect/overlay/temp/point/New(atom/target, set_invis = 0)
@@ -12,23 +12,18 @@
pixel_y = target.pixel_y
invisibility = set_invis
// Used for spray that you spray at walls, tables, hydrovats etc
/obj/effect/decal/spraystill
density = 0
layer = 50
//Used by spraybottles.
/obj/effect/decal/chempuff
name = "chemicals"
icon = 'icons/obj/chempuff.dmi'
pass_flags = PASSTABLE | PASSGRILLE
layer = 5
layer = FLY_LAYER
/obj/effect/decal/sandeffect
name = "sandy tile"
icon = 'icons/turf/floors.dmi'
icon_state = "sandeffect"
layer = 2
layer = ABOVE_OPEN_TURF_LAYER
/obj/effect/decal/fakelattice
name = "lattice"

View File

@@ -7,7 +7,7 @@
opacity = 0
anchored = 1
density = 0
layer = MOB_LAYER + 0.5
layer = ABOVE_ALL_MOB_LAYER
mouse_opacity = 0
var/amount = 3
animate_movement = 0

View File

@@ -7,7 +7,7 @@
density = 0
icon = 'icons/obj/lighting.dmi'
icon_state = "glowshroom" //replaced in New
layer = 2.1
layer = ABOVE_NORMAL_TURF_LAYER
var/endurance = 30
var/potency = 30
var/delay = 1200

View File

@@ -3,7 +3,6 @@
desc = "Better stay away from that thing."
density = 0
anchored = 1
layer = 3
icon = 'icons/obj/weapons.dmi'
icon_state = "uglymine"
var/triggered = 0

View File

@@ -7,15 +7,6 @@
density = 1
anchored = 0
/obj/effect/mark
var/mark = ""
icon = 'icons/misc/mark.dmi'
icon_state = "blank"
anchored = 1
layer = 99
mouse_opacity = 0
unacidable = 1//Just to be sure.
/obj/effect/beam
name = "beam"
unacidable = 1//Just to be sure.

View File

@@ -22,7 +22,7 @@
/obj/effect/overlay/temp
icon_state = "nothing"
anchored = 1
layer = 4.1
layer = ABOVE_MOB_LAYER
mouse_opacity = 0
var/duration = 10
var/randomdir = 1
@@ -117,7 +117,7 @@
/obj/effect/overlay/temp/cult/door
name = "unholy glow"
icon_state = "doorglow"
layer = 3.17 //above closed doors
layer = CLOSED_FIREDOOR_LAYER //above closed doors
/obj/effect/overlay/temp/cult/door/unruned
icon_state = "unruneddoorglow"
@@ -125,7 +125,7 @@
/obj/effect/overlay/temp/cult/turf
name = "unholy glow"
icon_state = "wallglow"
layer = TURF_LAYER + 0.07
layer = ABOVE_NORMAL_TURF_LAYER
/obj/effect/overlay/temp/cult/turf/open/floor
icon_state = "floorglow"
@@ -179,7 +179,7 @@
icon = 'icons/misc/beach2.dmi'
icon_state = "palm1"
density = 1
layer = 5
layer = WALL_OBJ_LAYER
anchored = 1
/obj/effect/overlay/palmtree_l
@@ -187,7 +187,7 @@
icon = 'icons/misc/beach2.dmi'
icon_state = "palm2"
density = 1
layer = 5
layer = WALL_OBJ_LAYER
anchored = 1
/obj/effect/overlay/coconut

View File

@@ -94,7 +94,7 @@
/obj/item/stack/rods{amount = 50} = 1,
/obj/item/stack/sheet/cardboard = 2,
/obj/item/stack/sheet/metal{amount = 20} = 1,
/obj/item/stack/sheet/mineral/plasma{layer = 2.9} = 1,
/obj/item/stack/sheet/mineral/plasma = 1,
/obj/item/stack/sheet/rglass = 1,
/obj/item/weapon/book/manual/wiki/engineering_construction = 1,
/obj/item/weapon/book/manual/wiki/engineering_hacking = 1,

View File

@@ -98,7 +98,7 @@
desc = "It never stays still for long."
icon_state = "spiderling"
anchored = 0
layer = 2.75
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
health = 3
var/amount_grown = 0
var/grow_as = null

View File

@@ -8,7 +8,7 @@
w_class = 1
throw_range = 1
throw_speed = 1
layer = 4
layer = MOB_LAYER
pressure_resistance = 1
/obj/item/documents/nanotrasen

View File

@@ -155,7 +155,7 @@ var/global/list/datum/stack_recipe/sinew_recipes = list ( \
singular_name = "hide plate"
flags = NOBLUDGEON
w_class = 3
layer = 4
layer = MOB_LAYER
/obj/item/stack/sheet/animalhide/ashdrake
name = "ash drake hide"
@@ -165,7 +165,7 @@ var/global/list/datum/stack_recipe/sinew_recipes = list ( \
singular_name = "drake plate"
flags = NOBLUDGEON
w_class = 3
layer = 4
layer = MOB_LAYER
//Step one - dehairing.

View File

@@ -63,7 +63,7 @@ var/global/list/datum/stack_recipe/sandstone_recipes = list ( \
icon_state = "sandbags"
singular_name = "sandbag"
force = 5
layer = 2.95
layer = LOW_ITEM_LAYER
throwforce = 5
w_class = 3
throw_speed = 1

View File

@@ -157,7 +157,7 @@
boxes.screen_loc = "[tx]:,[ty] to [mx],[my]"
for(var/obj/O in contents)
O.screen_loc = "[cx],[cy]"
O.layer = 20
O.layer = ABOVE_HUD_LAYER
cx++
if(cx > mx)
cx = tx
@@ -176,7 +176,7 @@
ND.sample_object.mouse_opacity = 2
ND.sample_object.screen_loc = "[cx]:16,[cy]:16"
ND.sample_object.maptext = "<font color='white'>[(ND.number > 1)? "[ND.number]" : ""]</font>"
ND.sample_object.layer = 20
ND.sample_object.layer = ABOVE_HUD_LAYER
cx++
if(cx > (4+cols))
cx = 4
@@ -186,7 +186,7 @@
O.mouse_opacity = 2 //This is here so storage items that spawn with contents correctly have the "click around item to equip"
O.screen_loc = "[cx]:16,[cy]:16"
O.maptext = ""
O.layer = 20
O.layer = ABOVE_HUD_LAYER
cx++
if(cx > (4+cols))
cx = 4
@@ -464,11 +464,11 @@
boxes.master = src
boxes.icon_state = "block"
boxes.screen_loc = "7,7 to 10,8"
boxes.layer = 19
boxes.layer = HUD_LAYER
closer = new /obj/screen/close()
closer.master = src
closer.icon_state = "backpack_close"
closer.layer = 20
closer.layer = ABOVE_HUD_LAYER
orient2hud()

View File

@@ -162,7 +162,7 @@
desc = "A thick resin surface covers the floor."
anchored = 1
density = 0
layer = TURF_LAYER + 0.09
layer = TURF_LAYER
icon_state = "weeds"
health = 15
var/obj/structure/alien/weeds/node/linked_node = null

View File

@@ -14,7 +14,7 @@
var/image/nest_overlay
/obj/structure/bed/nest/New()
nest_overlay = image('icons/mob/alien.dmi', "nestoverlay", layer=MOB_LAYER - 0.2)
nest_overlay = image('icons/mob/alien.dmi', "nestoverlay", layer=LYING_MOB_LAYER)
return ..()
/obj/structure/bed/nest/user_unbuckle_mob(mob/living/buckled_mob, mob/living/user)
@@ -73,7 +73,7 @@
if(M in buckled_mobs)
M.pixel_y = 0
M.pixel_x = initial(M.pixel_x) + 2
M.layer = MOB_LAYER - 0.3
M.layer = BELOW_MOB_LAYER
overlays += nest_overlay
else
M.pixel_x = M.get_standard_pixel_x_offset(M.lying)

View File

@@ -162,7 +162,7 @@
/obj/structure/chair/comfy/New()
armrest = image("icons/obj/chairs.dmi", "comfychair_armrest")
armrest.layer = MOB_LAYER + 0.1
armrest.layer = ABOVE_MOB_LAYER
return ..()

View File

@@ -11,7 +11,7 @@ LINEN BINS
icon_state = "sheetwhite"
item_state = "bedsheet"
slot_flags = SLOT_BACK
layer = 4
layer = MOB_LAYER
throwforce = 0
throw_speed = 1
throw_range = 2
@@ -28,9 +28,11 @@ LINEN BINS
/obj/item/weapon/bedsheet/attack_self(mob/user)
user.drop_item()
if(layer == initial(layer))
layer = 5
layer = ABOVE_MOB_LAYER
user << "<span class='notice'>You cover yourself with [src].</span>"
else
layer = initial(layer)
user << "<span class='notice'>You smooth [src] out beneath you.</span>"
add_fingerprint(user)
return

View File

@@ -8,7 +8,7 @@
anchored = 1
density = 1
pixel_x = -16
layer = 9
layer = FLY_LAYER
var/cut = FALSE
var/log_amount = 10

View File

@@ -9,7 +9,7 @@
icon_state = "girder"
anchored = 1
density = 1
layer = 2.9
layer = BELOW_OBJ_LAYER
var/state = GIRDER_NORMAL
var/girderpasschance = 20 // percentage chance that a projectile passes through the girder.
var/can_displace = TRUE //If the girder can be moved around by wrenching it
@@ -291,7 +291,6 @@
anchored = 0
state = GIRDER_DISPLACED
girderpasschance = 25
layer = 2.45
/obj/structure/girder/reinforced
name = "reinforced girder"

View File

@@ -7,7 +7,7 @@
anchored = 1
flags = CONDUCT
pressure_resistance = 5*ONE_ATMOSPHERE
layer = 2.9
layer = BELOW_OBJ_LAYER
var/health = 10
var/destroyed = 0
var/obj/item/stack/rods/stored

View File

@@ -5,7 +5,7 @@
icon_state = "lattice"
density = 0
anchored = 1
layer = 2.3 //under pipes
layer = LATTICE_LAYER //under pipes
var/obj/item/stack/rods/stored
canSmoothWith = list(/obj/structure/lattice,
/turf/open/floor,

View File

@@ -211,7 +211,7 @@ var/global/list/crematoriums = new/list()
/obj/structure/tray
icon = 'icons/obj/stationobjs.dmi'
density = 1
layer = 2.9
layer = BELOW_OBJ_LAYER
var/obj/structure/bodycontainer/connected = null
anchored = 1
pass_flags = LETPASSTHROW

View File

@@ -5,7 +5,7 @@
icon_state = "plasticflaps"
density = 0
anchored = 1
layer = 4
layer = ABOVE_MOB_LAYER
/obj/structure/plasticflaps/CanAStarPass(ID, to_dir, caller)
if(istype(caller, /mob/living))

View File

@@ -5,7 +5,7 @@
desc = "An angled mirror for reflecting lasers. This one does so at a 90 degree angle."
anchored = 0
density = 1
layer = 2.9
layer = BELOW_OBJ_LAYER
var/finished = 0
var/admin = 0 //Can't be rotated or deconstructed
var/framebuildstacktype = /obj/item/stack/sheet/metal

View File

@@ -177,7 +177,7 @@ obj/structure/safe/ex_act(severity, target)
icon_state = "floorsafe"
density = 0
level = 1 //underfloor
layer = 2.5
layer = LOW_OBJ_LAYER
/obj/structure/safe/floor/initialize()

View File

@@ -3,7 +3,7 @@
anchored = 1
opacity = 0
density = 0
layer = 3.5
layer = SIGN_LAYER
/obj/structure/sign/basic
name = "blank sign"

View File

@@ -16,7 +16,7 @@
icon_state = "table_frame"
density = 0
anchored = 0
layer = 2.8
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
var/framestack = /obj/item/stack/rods
var/framestackamount = 2

View File

@@ -19,7 +19,7 @@
icon_state = "table"
density = 1
anchored = 1
layer = 2.8
layer = TABLE_LAYER
climbable = TRUE
pass_flags = LETPASSTHROW //You can throw objects over this, despite it's density.")
var/frame = /obj/structure/table_frame

View File

@@ -27,7 +27,7 @@
pinned_target = T
T.pinnedLoc = src
T.density = 1
T.layer = OBJ_LAYER + 0.1
T.layer = OBJ_LAYER + 0.01
T.loc = loc
user << "<span class='notice'>You slide the target into the stake.</span>"

View File

@@ -6,7 +6,7 @@
icon = 'icons/obj/atmospherics/pipes/transit_tube.dmi'
icon_state = "E-W"
density = 1
layer = 3.1
layer = ABOVE_OBJ_LAYER
anchored = 1
var/tube_construction = /obj/structure/c_transit_tube
var/list/tube_dirs = null

View File

@@ -6,7 +6,7 @@
icon = 'icons/obj/atmospherics/pipes/transit_tube.dmi'
icon_state = "E-W" //icon_state decides which tube will be built
density = 0
layer = 3.1 //same as the built tube
layer = ABOVE_OBJ_LAYER //same as the built tube
anchored = 0
/obj/structure/c_transit_tube/examine(mob/user)

View File

@@ -147,7 +147,7 @@
name = "mist"
icon = 'icons/obj/watercloset.dmi'
icon_state = "mist"
layer = MOB_LAYER + 1
layer = FLY_LAYER
anchored = 1
mouse_opacity = 0

View File

@@ -3,7 +3,7 @@
desc = "A window."
icon_state = "window"
density = 1
layer = 3.2//Just above doors
layer = ABOVE_OBJ_LAYER //Just above doors
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = 1 //initially is 0 for tile smoothing
flags = ON_BORDER

View File

@@ -1,6 +1,6 @@
/turf/closed
var/thermite = 0
layer = CLOSED_TURF_LAYER
opacity = 1
density = 1
blocks_air = 1
@@ -9,7 +9,6 @@
name = "wall"
icon = 'icons/turf/walls.dmi'
explosion_block = 50
layer = TURF_LAYER + 0.05
/turf/closed/indestructible/splashscreen
name = "Space Station 13"

View File

@@ -5,7 +5,6 @@
icon_state = "wall"
var/mineral = "metal"
explosion_block = 1
layer = TURF_LAYER + 0.05
thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT
heat_capacity = 312500 //a little over 5 cm thick , 312500 for 1 m by 2.5 m by 0.25 m plasteel wall
@@ -223,7 +222,7 @@
O.anchored = 1
O.opacity = 1
O.density = 1
O.layer = 5
O.layer = FLY_LAYER
playsound(src, 'sound/items/Welder.ogg', 100, 1)

View File

@@ -49,7 +49,7 @@
unacidable = 1//So you can't melt fire with acid.
icon = 'icons/effects/fire.dmi'
icon_state = "1"
layer = TURF_LAYER
layer = ABOVE_OPEN_TURF_LAYER
luminosity = 3
var/volume = 125

View File

@@ -76,7 +76,7 @@ var/list/hardcoded_gases = list("o2","n2","co2","plasma") //the main four gases,
/obj/effect/overlay/gas/
icon = 'icons/effects/tile_effects.dmi'
mouse_opacity = 0
layer = 5
layer = FLY_LAYER
appearance_flags = RESET_COLOR|TILE_BOUND
/obj/effect/overlay/gas/New(state)

View File

@@ -15,6 +15,7 @@ Pipelines + Other Objects -> Pipe network
active_power_usage = 0
power_channel = ENVIRON
on_blueprints = TRUE
layer = GAS_PIPE_LAYER //under wires
var/nodealert = 0
var/can_unwrench = 0
var/initialize_directions = 0

View File

@@ -2,7 +2,6 @@
icon = 'icons/obj/atmospherics/components/unary_devices.dmi'
dir = SOUTH
initialize_directions = SOUTH
layer = TURF_LAYER+0.1
device_type = UNARY
/obj/machinery/atmospherics/components/unary/SetInitDirections()

View File

@@ -259,7 +259,7 @@
user.visible_message("[user] unwelds the vent.", "<span class='notice'>You unweld the vent.</span>", "<span class='italics'>You hear welding.</span>")
welded = 0
update_icon()
pipe_vision_img = image(src, loc, layer = 20, dir = dir)
pipe_vision_img = image(src, loc, layer = ABOVE_HUD_LAYER, dir = dir)
return 0
else
return ..()
@@ -289,7 +289,7 @@
user.visible_message("[user] furiously claws at [src]!", "You manage to clear away the stuff blocking the vent", "You hear loud scraping noises.")
welded = 0
update_icon()
pipe_vision_img = image(src, loc, layer = 20, dir = dir)
pipe_vision_img = image(src, loc, layer = ABOVE_HUD_LAYER, dir = dir)
playsound(loc, 'sound/weapons/bladeslice.ogg', 100, 1)

View File

@@ -308,7 +308,7 @@
user.visible_message("[user] unwelds the scrubber.", "You unweld the scrubber.", "You hear welding.")
welded = 0
update_icon()
pipe_vision_img = image(src, loc, layer = 20, dir = dir)
pipe_vision_img = image(src, loc, layer = ABOVE_HUD_LAYER, dir = dir)
return 0
else
return ..()
@@ -329,7 +329,7 @@
user.visible_message("[user] furiously claws at [src]!", "You manage to clear away the stuff blocking the scrubber.", "You hear loud scraping noises.")
welded = 0
update_icon()
pipe_vision_img = image(src, loc, layer = 20, dir = dir)
pipe_vision_img = image(src, loc, layer = ABOVE_HUD_LAYER, dir = dir)
playsound(loc, 'sound/weapons/bladeslice.ogg', 100, 1)

View File

@@ -3,7 +3,6 @@
var/volume = 0
level = 1
layer = 2.4 //under wires with their 2.44
use_power = 0
can_unwrench = 1

View File

@@ -120,14 +120,10 @@
desc = "What is that thing?"
density = 1
anchored = 1
layer = 3
icon = 'icons/mob/blob.dmi'
icon_state = "blobpod"
var/triggered = 0
/obj/effect/meatgrinder/New()
icon_state = "blobpod"
/obj/effect/meatgrinder/Crossed(AM as mob|obj)
Bumped(AM)

View File

@@ -65,7 +65,7 @@
blueeffect.screen_loc = "WEST,SOUTH to EAST,NORTH"
blueeffect.icon = 'icons/effects/effects.dmi'
blueeffect.icon_state = "shieldsparkles"
blueeffect.layer = 17
blueeffect.layer = FLASH_LAYER
blueeffect.mouse_opacity = 0
M.client.screen += blueeffect
sleep(20)

View File

@@ -327,8 +327,7 @@
/datum/spacevine_mutation/flowering/on_grow(obj/effect/spacevine/holder)
if(holder.energy == 2 && prob(severity) && !locate(/obj/structure/alien/resin/flower_bud_enemy) in range(5,holder))
var/obj/structure/alien/resin/flower_bud_enemy/FBE = new /obj/structure/alien/resin/flower_bud_enemy (get_turf(holder))
FBE.layer = holder.layer+0.1
new/obj/structure/alien/resin/flower_bud_enemy(get_turf(holder))
/datum/spacevine_mutation/flowering/on_cross(obj/effect/spacevine/holder, mob/living/crosser)
@@ -344,7 +343,7 @@
icon_state = "Light1"
anchored = 1
density = 0
layer = MOB_LAYER + 0.8
layer = SPACEVINE_LAYER
mouse_opacity = 2 //Clicking anywhere on the turf is good enough
pass_flags = PASSTABLE | PASSGRILLE
var/energy = 0
@@ -532,7 +531,6 @@
src.icon_state = pick("Med1", "Med2", "Med3")
energy = 1
SetOpacity(1)
layer = 5
else
src.icon_state = pick("Hvy1", "Hvy2", "Hvy3")
energy = 2

View File

@@ -227,7 +227,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
/obj/effect/hallucination/simple/singularity
image_icon = 'icons/effects/224x224.dmi'
image_state = "singularity_s7"
image_layer = 6
image_layer = MASSIVE_OBJ_LAYER
px = -96
py = -96
@@ -635,7 +635,7 @@ var/list/non_fakeattack_weapons = list(/obj/item/weapon/gun/projectile, /obj/ite
if(!H.r_store) slots_free += ui_storage2
if(slots_free.len)
halitem.screen_loc = pick(slots_free)
halitem.layer = 50
halitem.layer = ABOVE_HUD_LAYER
switch(rand(1,6))
if(1) //revolver
halitem.icon = 'icons/obj/guns/projectile.dmi'

View File

@@ -13,6 +13,7 @@
density = 1
anchored = 0
use_power = 0
layer = BELOW_OBJ_LAYER
var/list/product_types = list()
var/dispense_flavour = ICECREAM_VANILLA
var/flavour_name = "vanilla"
@@ -180,7 +181,6 @@
desc = "Delicious waffle cone, but no ice cream."
icon = 'icons/obj/kitchen.dmi'
icon_state = "icecream_cone_waffle" //default for admin-spawned cones, href_list["cone"] should overwrite this all the time
layer = 3.1
var/ice_creamed = 0
var/cone_type
bitesize = 3

View File

@@ -3,7 +3,7 @@
name = "juicer"
icon = 'icons/obj/kitchen.dmi'
icon_state = "juicer1"
layer = 2.9
layer = BELOW_OBJ_LAYER
density = 1
anchored = 0
use_power = 1

View File

@@ -3,7 +3,7 @@
desc = "Cooks and boils stuff."
icon = 'icons/obj/kitchen.dmi'
icon_state = "mw"
layer = 2.9
layer = BELOW_OBJ_LAYER
density = 1
anchored = 1
use_power = 1

View File

@@ -3,7 +3,7 @@
desc = "A machine used for recycling dead monkeys into monkey cubes. It currently produces 1 cube for every 5 monkeys inserted." // except it literally never does
icon = 'icons/obj/kitchen.dmi'
icon_state = "grinder"
layer = 2.9
layer = BELOW_OBJ_LAYER
density = 1
anchored = 1
use_power = 1

View File

@@ -4,7 +4,7 @@
desc = "An industrial grinder used to process meat and other foods. Keep hands clear of intake area while operating."
icon = 'icons/obj/kitchen.dmi'
icon_state = "processor"
layer = 2.9
layer = BELOW_OBJ_LAYER
density = 1
anchored = 1
var/broken = 0

View File

@@ -6,7 +6,7 @@
desc = "Keeps cold things cold and hot things cold."
icon = 'icons/obj/vending.dmi'
icon_state = "smartfridge"
layer = 2.9
layer = BELOW_OBJ_LAYER
density = 1
anchored = 1
use_power = 1

View File

@@ -278,7 +278,7 @@
else
var/t_growthstate = min(round((age / myseed.maturation) * myseed.growthstages), myseed.growthstages)
I = image('icons/obj/hydroponics/growing.dmi', icon_state = "[myseed.icon_grow][t_growthstate]")
I.layer = MOB_LAYER + 0.1
I.layer = OBJ_LAYER + 0.01
overlays += I
/obj/machinery/hydroponics/proc/update_icon_lights()

View File

@@ -27,7 +27,7 @@
*/
#define LIGHTING_CIRCULAR 1 //Comment this out to use old square lighting effects.
#define LIGHTING_LAYER 15 //Drawing layer for lighting
//#define LIGHTING_LAYER 15 //Drawing layer for lighting, moved to layers.dm
#define LIGHTING_CAP 10 //The lumcount level at which alpha is 0 and we're fully lit.
#define LIGHTING_CAP_FRAC (255/LIGHTING_CAP) //A precal'd variable we'll use in turf/redraw_lighting()
#define LIGHTING_ICON 'icons/effects/alphacolors.dmi'
@@ -365,7 +365,6 @@
T.init_lighting()
T.update_lumcount(0)
#undef LIGHTING_LAYER
#undef LIGHTING_CIRCULAR
#undef LIGHTING_ICON
#undef LIGHTING_ICON_STATE

View File

@@ -649,7 +649,7 @@
desc = "A resonating field that significantly damages anything inside of it when the field eventually ruptures."
icon = 'icons/effects/effects.dmi'
icon_state = "shield1"
layer = 4.1
layer = ABOVE_ALL_MOB_LAYER
mouse_opacity = 0
var/resonance_damage = 20
@@ -1035,7 +1035,7 @@
var/client/C = user.client
for(var/turf/closed/mineral/M in minerals)
var/turf/F = get_turf(M)
var/image/I = image('icons/turf/smoothrocks.dmi', loc = F, icon_state = M.scan_state, layer = 18)
var/image/I = image('icons/turf/smoothrocks.dmi', loc = F, icon_state = M.scan_state, layer = FLASH_LAYER)
C.images += I
spawn(30)
if(C)
@@ -1053,7 +1053,7 @@
C.icon_state = M.scan_state
/obj/effect/overlay/temp/mining_overlay
layer = 20
layer = FLASH_LAYER
icon = 'icons/turf/smoothrocks.dmi'
anchored = 1
mouse_opacity = 0

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