From f3a9cac11eff140e2e5fc05439c13d14432041e5 Mon Sep 17 00:00:00 2001 From: Ghommie <42542238+Ghommie@users.noreply.github.com> Date: Wed, 16 Oct 2019 23:39:21 +0200 Subject: [PATCH] Porting "Moves machine/computer frames and structures below object layer." and lowering trays layer. --- code/__DEFINES/layers.dm | 1 + code/game/objects/structures.dm | 1 + code/game/objects/structures/crates_lockers/closets.dm | 1 - code/game/objects/structures/girders.dm | 1 - code/game/objects/structures/mineral_doors.dm | 3 +++ code/game/objects/structures/morgue.dm | 2 +- code/game/objects/structures/reflector.dm | 1 - code/game/objects/structures/transit_tubes/transit_tube_pod.dm | 1 - .../antagonists/clockcult/clock_structures/traps/steam_vent.dm | 1 - .../antagonists/clockcult/clock_structures/wall_gear.dm | 1 - 10 files changed, 6 insertions(+), 7 deletions(-) diff --git a/code/__DEFINES/layers.dm b/code/__DEFINES/layers.dm index 8891c06f75..5e903997e4 100644 --- a/code/__DEFINES/layers.dm +++ b/code/__DEFINES/layers.dm @@ -39,6 +39,7 @@ #define DOOR_HELPER_LAYER 2.71 //keep this above OPEN_DOOR_LAYER #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 TRAY_LAYER 2.85 #define BELOW_OBJ_LAYER 2.9 #define LOW_ITEM_LAYER 2.95 //#define OBJ_LAYER 3 //For easy recordkeeping; this is a byond define diff --git a/code/game/objects/structures.dm b/code/game/objects/structures.dm index 5f21862c17..7526807eeb 100644 --- a/code/game/objects/structures.dm +++ b/code/game/objects/structures.dm @@ -8,6 +8,7 @@ var/climbable = FALSE var/mob/living/structureclimber var/broken = 0 //similar to machinery's stat BROKEN + layer = BELOW_OBJ_LAYER /obj/structure/Initialize() if (!armor) diff --git a/code/game/objects/structures/crates_lockers/closets.dm b/code/game/objects/structures/crates_lockers/closets.dm index edcb4a6181..8b0d410a72 100644 --- a/code/game/objects/structures/crates_lockers/closets.dm +++ b/code/game/objects/structures/crates_lockers/closets.dm @@ -4,7 +4,6 @@ icon = 'icons/obj/closet.dmi' icon_state = "generic" density = TRUE - layer = BELOW_OBJ_LAYER var/icon_door = null var/icon_door_override = FALSE //override to have open overlay use icon different to its base's var/secure = FALSE //secure locker or not, also used if overriding a non-secure locker with a secure door overlay to add fancy lights diff --git a/code/game/objects/structures/girders.dm b/code/game/objects/structures/girders.dm index cd87075258..31bf9318ce 100644 --- a/code/game/objects/structures/girders.dm +++ b/code/game/objects/structures/girders.dm @@ -4,7 +4,6 @@ desc = "A large structural assembly made out of metal; It requires a layer of metal before it can be considered a wall." anchored = TRUE density = TRUE - 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 diff --git a/code/game/objects/structures/mineral_doors.dm b/code/game/objects/structures/mineral_doors.dm index 13ca421daa..5733ea123c 100644 --- a/code/game/objects/structures/mineral_doors.dm +++ b/code/game/objects/structures/mineral_doors.dm @@ -6,6 +6,7 @@ density = TRUE anchored = TRUE opacity = TRUE + layer = CLOSED_DOOR_LAYER icon = 'icons/obj/doors/mineral_doors.dmi' icon_state = "metal" @@ -90,6 +91,7 @@ flick("[initial_state]opening",src) sleep(10) density = FALSE + layer = OPEN_DOOR_LAYER state = 1 air_update_turf(1) update_icon() @@ -111,6 +113,7 @@ density = TRUE set_opacity(TRUE) state = 0 + layer = initial(layer) air_update_turf(1) update_icon() isSwitchingStates = 0 diff --git a/code/game/objects/structures/morgue.dm b/code/game/objects/structures/morgue.dm index eaf3629718..b94dcd0559 100644 --- a/code/game/objects/structures/morgue.dm +++ b/code/game/objects/structures/morgue.dm @@ -305,7 +305,7 @@ GLOBAL_LIST_EMPTY(crematoriums) /obj/structure/tray icon = 'icons/obj/stationobjs.dmi' density = TRUE - layer = BELOW_OBJ_LAYER + layer = TRAY_LAYER var/obj/structure/bodycontainer/connected = null anchored = TRUE pass_flags = LETPASSTHROW diff --git a/code/game/objects/structures/reflector.dm b/code/game/objects/structures/reflector.dm index 889cdab388..419502e2b0 100644 --- a/code/game/objects/structures/reflector.dm +++ b/code/game/objects/structures/reflector.dm @@ -5,7 +5,6 @@ desc = "A base for reflector assemblies." anchored = FALSE density = FALSE - layer = BELOW_OBJ_LAYER var/deflector_icon_state var/image/deflector_overlay var/finished = FALSE diff --git a/code/game/objects/structures/transit_tubes/transit_tube_pod.dm b/code/game/objects/structures/transit_tubes/transit_tube_pod.dm index ee46538be1..392c802ed8 100644 --- a/code/game/objects/structures/transit_tubes/transit_tube_pod.dm +++ b/code/game/objects/structures/transit_tubes/transit_tube_pod.dm @@ -4,7 +4,6 @@ animate_movement = FORWARD_STEPS anchored = TRUE density = TRUE - layer = BELOW_OBJ_LAYER var/moving = 0 var/datum/gas_mixture/air_contents = new() diff --git a/code/modules/antagonists/clockcult/clock_structures/traps/steam_vent.dm b/code/modules/antagonists/clockcult/clock_structures/traps/steam_vent.dm index 8d65574987..6aede1592e 100644 --- a/code/modules/antagonists/clockcult/clock_structures/traps/steam_vent.dm +++ b/code/modules/antagonists/clockcult/clock_structures/traps/steam_vent.dm @@ -7,7 +7,6 @@ break_message = "The vent snaps and collapses!" max_integrity = 100 density = FALSE - layer = BELOW_OBJ_LAYER /obj/structure/destructible/clockwork/trap/steam_vent/activate() opacity = !opacity diff --git a/code/modules/antagonists/clockcult/clock_structures/wall_gear.dm b/code/modules/antagonists/clockcult/clock_structures/wall_gear.dm index fb8397eed7..32b1b61dd1 100644 --- a/code/modules/antagonists/clockcult/clock_structures/wall_gear.dm +++ b/code/modules/antagonists/clockcult/clock_structures/wall_gear.dm @@ -5,7 +5,6 @@ unanchored_icon = "wall_gear" climbable = TRUE max_integrity = 100 - layer = BELOW_OBJ_LAYER construction_value = 3 desc = "A massive brass gear. You could probably secure or unsecure it with a wrench, or just climb over it." break_message = "The gear breaks apart into shards of alloy!"