Render small mobs at an appropriate layer (#8238)
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@@ -23,18 +23,23 @@ namespace Content.Shared.DrawDepth
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/// <summary>
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/// Things that are beneath regular floors.
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/// </summary>
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BelowFloor = DrawDepthTag.Default - 5,
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BelowFloor = DrawDepthTag.Default - 6,
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/// <summary>
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/// Used for entities like carpets.
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/// </summary>
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FloorTiles = DrawDepthTag.Default - 4,
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FloorTiles = DrawDepthTag.Default - 5,
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/// <summary>
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/// Things that are actually right on the floor, like puddles. This does not mean objects like
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/// tables, even though they are technically "on the floor".
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/// </summary>
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FloorObjects = DrawDepthTag.Default - 3,
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FloorObjects = DrawDepthTag.Default - 4,
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/// <summary>
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/// Allows small mobs like mice and drones to render under tables and chairs but above puddles and vents
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/// </summary>
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SmallMobs = DrawDepthTag.Default - 3,
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Walls = DrawDepthTag.Default - 2,
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@@ -656,7 +656,7 @@
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- type: Speech
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speechSounds: Squeak
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- type: Sprite
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drawdepth: FloorObjects
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drawdepth: SmallMobs
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layers:
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- map: ["enum.DamageStateVisualLayers.Base"]
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state: mouse-0
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@@ -755,7 +755,7 @@
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id: MobMouse1
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components:
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- type: Sprite
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drawdepth: Mobs
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drawdepth: SmallMobs
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layers:
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- map: ["enum.DamageStateVisualLayers.Base"]
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state: mouse-1
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@@ -778,7 +778,7 @@
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id: MobMouse2
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components:
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- type: Sprite
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drawdepth: Mobs
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drawdepth: SmallMobs
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layers:
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- map: ["enum.DamageStateVisualLayers.Base"]
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state: mouse-2
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@@ -119,7 +119,7 @@
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types:
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Heat : 1 #per second, scales with temperature & other constants
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- type: Sprite
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drawdepth: Mobs
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drawdepth: SmallMobs
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netsync: false
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layers:
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- state: shell
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