//Defines for atom layers and planes //KEEP THESE IN A NICE ACSCENDING ORDER, PLEASE #define PLANE_VOID -100 #define CLICKCATCHER_PLANE -99 #define PLANE_SPACE -95 #define PLANE_SPACE_RENDER_TARGET "PLANE_SPACE" #define PLANE_SPACE_PARALLAX -90 #define PLANE_SPACE_PARALLAX_RENDER_TARGET "PLANE_SPACE_PARALLAX" #define OPENSPACE_LAYER 17 //Openspace layer over all #define OPENSPACE_PLANE -10 //Openspace plane below all turfs #define OPENSPACE_BACKDROP_PLANE -9 //Black square just over openspace plane to guaranteed cover all in openspace turf #define FLOOR_PLANE -8 #define FLOOR_PLANE_RENDER_TARGET "FLOOR_PLANE" #define WALL_PLANE -7 #define WALL_PLANE_RENDER_TARGET "WALL_PLANE" #define ABOVE_WALL_PLANE -6 #define ABOVE_WALL_PLANE_RENDER_TARGET "ABOVE_WALL_PLANE" #define FIELD_OF_VISION_BLOCKER_PLANE -5 #define FIELD_OF_VISION_BLOCKER_RENDER_TARGET "*FIELD_OF_VISION_BLOCKER_PLANE" #define FIELD_OF_VISION_PLANE -4 #define FIELD_OF_VISION_RENDER_TARGET "*FIELD_OF_VISION_PLANE" #define FIELD_OF_VISION_LAYER 17 //used to place the visual (not the mask) shadow cone above any other floor plane stuff. #define GAME_PLANE -3 #define GAME_PLANE_RENDER_TARGET "GAME_PLANE" #define FIELD_OF_VISION_VISUAL_PLANE -2 //Yea, FoV does require quite a few planes to work with 513 filters to a decent degree. #define FIELD_OF_VISION_VISUAL_RENDER_TARGET "FIELD_OF_VISION_VISUAL_PLANE" #define CHAT_PLANE -1 //We don't want heard messages to be hidden by FoV. #define CHAT_LAYER 12.1 //Legacy, it doesn't matter that much because we are displayed above the game plane anyway. #define BLACKNESS_PLANE 0 //To keep from conflicts with SEE_BLACKNESS internals #define BLACKNESS_PLANE_RENDER_TARGET "BLACKNESS_PLANE" ///Layers most often used by atoms of plane lower than GAME_PLANE #define SPACE_LAYER 1.8 //#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define #define MID_TURF_LAYER 2.02 #define HIGH_TURF_LAYER 2.03 #define TURF_PLATING_DECAL_LAYER 2.031 #define TURF_DECAL_LAYER 2.039 //Makes turf decals appear in DM how they will look inworld. #define ABOVE_OPEN_TURF_LAYER 2.04 #define CLOSED_TURF_LAYER 2.05 #define BULLET_HOLE_LAYER 2.06 #define ABOVE_NORMAL_TURF_LAYER 2.08 #define LATTICE_LAYER 2.2 #define DISPOSAL_PIPE_LAYER 2.3 #define GAS_PIPE_HIDDEN_LAYER 2.35 #define WIRE_LAYER 2.4 #define WIRE_TERMINAL_LAYER 2.45 #define GAS_SCRUBBER_LAYER 2.46 #define GAS_PIPE_VISIBLE_LAYER 2.47 #define GAS_FILTER_LAYER 2.48 #define GAS_PUMP_LAYER 2.49 #define LOW_OBJ_LAYER 2.5 #define LOW_SIGIL_LAYER 2.52 #define SIGIL_LAYER 2.54 #define HIGH_SIGIL_LAYER 2.56 ///Layers most often used by atoms of plane equal or higher than GAME_PLANE #define BELOW_OPEN_DOOR_LAYER 2.6 #define BLASTDOOR_LAYER 2.65 #define OPEN_DOOR_LAYER 2.7 #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 #define CLOSED_BLASTDOOR_LAYER 3.05 #define CLOSED_DOOR_LAYER 3.1 #define CLOSED_FIREDOOR_LAYER 3.11 #define SHUTTER_LAYER 3.12 // HERE BE DRAGONS #define ABOVE_OBJ_LAYER 3.2 #define ABOVE_WINDOW_LAYER 3.3 #define SIGN_LAYER 3.4 #define NOT_HIGH_OBJ_LAYER 3.5 #define HIGH_OBJ_LAYER 3.6 #define BELOW_MOB_LAYER 3.7 #define LYING_MOB_LAYER 3.8 #define MOB_LOWER_LAYER 3.95 //#define MOB_LAYER 4 //For easy recordkeeping; this is a byond define #define MOB_UPPER_LAYER 4.05 #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 ABOVE_FLY_LAYER 5.1 #define GASFIRE_LAYER 5.2 #define RIPPLE_LAYER 5.3 #define GHOST_LAYER 6 #define LOW_LANDMARK_LAYER 9 #define MID_LANDMARK_LAYER 9.1 #define HIGH_LANDMARK_LAYER 9.2 #define AREA_LAYER 10 #define MASSIVE_OBJ_LAYER 11 #define POINT_LAYER 12 #define EMISSIVE_BLOCKER_PLANE 12 #define EMISSIVE_BLOCKER_LAYER 12 #define EMISSIVE_BLOCKER_RENDER_TARGET "*EMISSIVE_BLOCKER_PLANE" #define EMISSIVE_PLANE 13 #define EMISSIVE_LAYER 13 #define EMISSIVE_RENDER_TARGET "*EMISSIVE_PLANE" #define EMISSIVE_UNBLOCKABLE_PLANE 14 #define EMISSIVE_UNBLOCKABLE_LAYER 14 #define EMISSIVE_UNBLOCKABLE_RENDER_TARGET "*EMISSIVE_UNBLOCKABLE_PLANE" #define LIGHTING_PLANE 15 #define LIGHTING_LAYER 15 #define LIGHTING_RENDER_TARGET "LIGHT_PLANE" #define ABOVE_LIGHTING_PLANE 16 #define ABOVE_LIGHTING_LAYER 16 #define ABOVE_LIGHTING_RENDER_TARGET "ABOVE_LIGHTING_PLANE" #define BYOND_LIGHTING_PLANE 18 #define BYOND_LIGHTING_LAYER 18 #define BYOND_LIGHTING_RENDER_TARGET "BYOND_LIGHTING_PLANE" #define CAMERA_STATIC_PLANE 19 #define CAMERA_STATIC_LAYER 19 #define CAMERA_STATIC_RENDER_TARGET "CAMERA_STATIC_PLANE" //HUD layer defines #define FULLSCREEN_PLANE 20 #define FLASH_LAYER 20 #define FULLSCREEN_LAYER 20.1 #define UI_DAMAGE_LAYER 20.2 #define BLIND_LAYER 20.3 #define CRIT_LAYER 20.4 #define CURSE_LAYER 20.5 #define FULLSCREEN_RENDER_TARGET "FULLSCREEN_PLANE" #define HUD_PLANE 21 #define HUD_LAYER 21 #define HUD_RENDER_TARGET "HUD_PLANE" #define VOLUMETRIC_STORAGE_BOX_PLANE 22 #define VOLUMETRIC_STORAGE_BOX_LAYER 22 #define VOLUMETRIC_STORAGE_BOX_RENDER_TARGET "VOLUME_STORAGE_BOX_PLANE" #define VOLUMETRIC_STORAGE_ITEM_PLANE 23 #define VOLUMETRIC_STORAGE_ITEM_LAYER 23 #define VOLUMETRIC_STORAGE_ACTIVE_ITEM_LAYER 25 #define VOLUMETRIC_STORAGE_ACTIVE_ITEM_PLANE 25 #define VOLUMETRIC_STORAGE_ITEM_RENDER_TARGET "VOLUME_STORAGE_ITEM_PLANE" #define ABOVE_HUD_PLANE 30 #define ABOVE_HUD_LAYER 30 #define ABOVE_HUD_RENDER_TARGET "ABOVE_HUD_PLANE" #define SPLASHSCREEN_LAYER 90 #define SPLASHSCREEN_PLANE 90 #define SPLASHSCREEN_RENDER_TARGET "SPLASHSCREEN_PLANE"