Renders reagent grinders over lights (#31218)

* Adds a new layer to DrawDepth.cs for use with objects similar to the reagent grinder and properly summarises its uses

* applies new layer in DrawDepth.cs to reagent_grinder.yml

* Fix merge conflict

* oops
This commit is contained in:
3nderall
2025-05-03 04:27:20 +00:00
committed by GitHub
parent 0d0eeb2afa
commit 213a9ef36d
2 changed files with 16 additions and 12 deletions

View File

@@ -80,43 +80,47 @@ namespace Content.Shared.DrawDepth
/// </summary> /// </summary>
WallMountedItems = DrawDepthTag.Default + 2, WallMountedItems = DrawDepthTag.Default + 2,
/// <summary>
/// To use for objects that would usually fall under SmallObjects, but appear taller than 1 tile. For example: Reagent Grinder
/// </summary>
LargeObjects = DrawDepthTag.Default + 3,
/// <summary> /// <summary>
/// Generic items. Things that should be above crates & tables, but underneath mobs. /// Generic items. Things that should be above crates & tables, but underneath mobs.
/// </summary> /// </summary>
Items = DrawDepthTag.Default + 3, Items = DrawDepthTag.Default + 4,
/// <summary> /// <summary>
/// Stuff that should be drawn below mobs, but on top of items. Like muzzle flash. /// Stuff that should be drawn below mobs, but on top of items. Like muzzle flash.
/// </summary> /// </summary>
BelowMobs = DrawDepthTag.Default + 4, BelowMobs = DrawDepthTag.Default + 5,
Mobs = DrawDepthTag.Default + 5, Mobs = DrawDepthTag.Default + 6,
OverMobs = DrawDepthTag.Default + 6, OverMobs = DrawDepthTag.Default + 7,
Doors = DrawDepthTag.Default + 7, Doors = DrawDepthTag.Default + 8,
/// <summary> /// <summary>
/// Blast doors and shutters which go over the usual doors. /// Blast doors and shutters which go over the usual doors.
/// </summary> /// </summary>
BlastDoors = DrawDepthTag.Default + 8, BlastDoors = DrawDepthTag.Default + 9,
/// <summary> /// <summary>
/// Stuff that needs to draw over most things, but not effects, like Kudzu. /// Stuff that needs to draw over most things, but not effects, like Kudzu.
/// </summary> /// </summary>
Overdoors = DrawDepthTag.Default + 9, Overdoors = DrawDepthTag.Default + 10,
/// <summary> /// <summary>
/// Explosions, fire, melee swings. Whatever. /// Explosions, fire, melee swings. Whatever.
/// </summary> /// </summary>
Effects = DrawDepthTag.Default + 10, Effects = DrawDepthTag.Default + 11,
Ghosts = DrawDepthTag.Default + 11, Ghosts = DrawDepthTag.Default + 12,
/// <summary> /// <summary>
/// Use this selectively if it absolutely needs to be drawn above (almost) everything else. Examples include /// Use this selectively if it absolutely needs to be drawn above (almost) everything else. Examples include
/// the pointing arrow, the drag & drop ghost-entity, and some debug tools. /// the pointing arrow, the drag & drop ghost-entity, and some debug tools.
/// </summary> /// </summary>
Overlays = DrawDepthTag.Default + 12, Overlays = DrawDepthTag.Default + 13,
} }
} }

View File

@@ -32,7 +32,7 @@
- TabletopMachineLayer - TabletopMachineLayer
- type: Sprite - type: Sprite
sprite: Structures/Machines/grinder.rsi sprite: Structures/Machines/grinder.rsi
drawdepth: SmallObjects drawdepth: LargeObjects
snapCardinals: true snapCardinals: true
offset: "0.0,0.4" offset: "0.0,0.4"
layers: layers: