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* Working * 512 * Hacky AF 512 workaround, revert if 513 update * 512 fix * Update layers.dm * PLANE GO CRASH * Revert "512" This reverts commit024f7adfe3. * Revert "512 fix" This reverts commit0efdc42688. * Revert "Hacky AF 512 workaround, revert if 513 update" This reverts commit569987d66f. * f * -f * Revert "-f" This reverts commitaadad7b75d. * Revert "f" This reverts commit0e4368ecee. * reverts darkness Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
115 lines
3.1 KiB
Plaintext
115 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 SPACEPOD_LAYER 3.9 // yogs
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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 CHAT_LAYER 12.5
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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 20
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#define FLASH_LAYER 20
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#define FULLSCREEN_LAYER 20.1
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#define UI_DAMAGE_LAYER 20.2
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#define BLIND_LAYER 20.3
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#define CRIT_LAYER 20.4
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#define CURSE_LAYER 20.5
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#define HUD_PLANE 21
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#define HUD_LAYER 21
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#define ABOVE_HUD_PLANE 22
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#define ABOVE_HUD_LAYER 22
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#define SPLASHSCREEN_LAYER 23
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#define SPLASHSCREEN_PLANE 23
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