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Basic multiZ mob movement procs (Observers can always move)
Open space, showing what things are below it, and everything that entails. No complex support for dynamic generation just yet.
Decide how openspace should look :/
Atoms falling through open space (NO MOB SUPPORT/DAMAGE/ANYTHING YET.)
//CANCELLED FOR ANOTHER PR - [ ] Being able to see upwards? Downwards is going to be handled by open space.
MultiZ tile atmospherics - EDIT: Working demo! https://puu.sh/B7mUs/3f6274740f.mp4
Bugtest the heck out of this trainwreck.
112 lines
3.1 KiB
Plaintext
112 lines
3.1 KiB
Plaintext
//Defines for atom layers and planes
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//KEEP THESE IN A NICE ACSCENDING ORDER, PLEASE
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#define CLICKCATCHER_PLANE -99
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#define PLANE_SPACE -95
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#define PLANE_SPACE_PARALLAX -90
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#define FLOOR_PLANE -2
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#define GAME_PLANE -1
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#define BLACKNESS_PLANE 0 //To keep from conflicts with SEE_BLACKNESS internals
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#define SPACE_LAYER 1.8
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//#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define
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#define MID_TURF_LAYER 2.02
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#define HIGH_TURF_LAYER 2.03
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#define TURF_PLATING_DECAL_LAYER 2.031
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#define TURF_DECAL_LAYER 2.039 //Makes turf decals appear in DM how they will look inworld.
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#define ABOVE_OPEN_TURF_LAYER 2.04
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#define CLOSED_TURF_LAYER 2.05
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#define BULLET_HOLE_LAYER 2.06
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#define ABOVE_NORMAL_TURF_LAYER 2.08
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#define LATTICE_LAYER 2.2
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#define DISPOSAL_PIPE_LAYER 2.3
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#define GAS_PIPE_HIDDEN_LAYER 2.35
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#define WIRE_LAYER 2.4
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#define WIRE_TERMINAL_LAYER 2.45
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#define GAS_SCRUBBER_LAYER 2.46
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#define GAS_PIPE_VISIBLE_LAYER 2.47
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#define GAS_FILTER_LAYER 2.48
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#define GAS_PUMP_LAYER 2.49
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#define LOW_OBJ_LAYER 2.5
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#define LOW_SIGIL_LAYER 2.52
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#define SIGIL_LAYER 2.54
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#define HIGH_SIGIL_LAYER 2.56
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#define BELOW_OPEN_DOOR_LAYER 2.6
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#define BLASTDOOR_LAYER 2.65
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#define OPEN_DOOR_LAYER 2.7
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#define DOOR_HELPER_LAYER 2.71 //keep this above OPEN_DOOR_LAYER
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#define PROJECTILE_HIT_THRESHHOLD_LAYER 2.75 //projectiles won't hit objects at or below this layer if possible
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#define TABLE_LAYER 2.8
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#define BELOW_OBJ_LAYER 2.9
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#define LOW_ITEM_LAYER 2.95
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//#define OBJ_LAYER 3 //For easy recordkeeping; this is a byond define
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#define CLOSED_BLASTDOOR_LAYER 3.05
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#define CLOSED_DOOR_LAYER 3.1
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#define CLOSED_FIREDOOR_LAYER 3.11
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#define SHUTTER_LAYER 3.12 // HERE BE DRAGONS
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#define ABOVE_OBJ_LAYER 3.2
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#define ABOVE_WINDOW_LAYER 3.3
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#define SIGN_LAYER 3.4
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#define NOT_HIGH_OBJ_LAYER 3.5
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#define HIGH_OBJ_LAYER 3.6
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#define BELOW_MOB_LAYER 3.7
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#define LYING_MOB_LAYER 3.8
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//#define MOB_LAYER 4 //For easy recordkeeping; this is a byond define
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#define ABOVE_MOB_LAYER 4.1
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#define WALL_OBJ_LAYER 4.25
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#define EDGED_TURF_LAYER 4.3
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#define ON_EDGED_TURF_LAYER 4.35
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#define LARGE_MOB_LAYER 4.4
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#define ABOVE_ALL_MOB_LAYER 4.5
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#define SPACEVINE_LAYER 4.8
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#define SPACEVINE_MOB_LAYER 4.9
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//#define FLY_LAYER 5 //For easy recordkeeping; this is a byond define
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#define GASFIRE_LAYER 5.05
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#define RIPPLE_LAYER 5.1
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#define GHOST_LAYER 6
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#define LOW_LANDMARK_LAYER 9
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#define MID_LANDMARK_LAYER 9.1
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#define HIGH_LANDMARK_LAYER 9.2
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#define AREA_LAYER 10
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#define MASSIVE_OBJ_LAYER 11
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#define POINT_LAYER 12
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#define LIGHTING_PLANE 15
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#define LIGHTING_LAYER 15
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#define ABOVE_LIGHTING_PLANE 16
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#define ABOVE_LIGHTING_LAYER 16
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#define FLOOR_OPENSPACE_PLANE 17
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#define OPENSPACE_LAYER 17
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#define BYOND_LIGHTING_PLANE 18
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#define BYOND_LIGHTING_LAYER 18
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#define CAMERA_STATIC_PLANE 19
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#define CAMERA_STATIC_LAYER 19
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//HUD layer defines
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#define FULLSCREEN_PLANE 19
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#define FLASH_LAYER 19
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#define FULLSCREEN_LAYER 19.1
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#define UI_DAMAGE_LAYER 19.2
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#define BLIND_LAYER 19.3
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#define CRIT_LAYER 19.4
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#define CURSE_LAYER 19.5
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#define HUD_PLANE 20
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#define HUD_LAYER 20
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#define ABOVE_HUD_PLANE 21
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#define ABOVE_HUD_LAYER 21
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#define SPLASHSCREEN_LAYER 22
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#define SPLASHSCREEN_PLANE 22
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