Moony z level hack (#15031)
* save work * Adds Z levels * a * ladders + parallax scroll * zoom out not in * oops, sandbox * oops i broke the law * run ci * fuck --------- Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
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@@ -1,4 +1,5 @@
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using Content.Client.Parallax.Managers;
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using Content.Shared._Afterlight.ThirdDimension;
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using Content.Shared.CCVar;
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using Content.Shared.Parallax.Biomes;
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using Robust.Client.Graphics;
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@@ -19,6 +20,7 @@ public sealed class ParallaxOverlay : Overlay
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IParallaxManager _manager = default!;
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private readonly ParallaxSystem _parallax;
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private readonly SharedZLevelSystem _zlevel = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowWorld;
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@@ -27,11 +29,12 @@ public sealed class ParallaxOverlay : Overlay
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ZIndex = ParallaxSystem.ParallaxZIndex;
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IoCManager.InjectDependencies(this);
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_parallax = _entManager.System<ParallaxSystem>();
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_zlevel = _entManager.System<SharedZLevelSystem>();
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}
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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{
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if (args.MapId == MapId.Nullspace || _entManager.HasComponent<BiomeComponent>(_mapManager.GetMapEntityId(args.MapId)))
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if (args.MapId == MapId.Nullspace || _entManager.HasComponent<BiomeComponent>(_mapManager.GetMapEntityId(args.MapId)) || _zlevel.MapBelow[(int)args.MapId] != null)
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return false;
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return true;
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