Add puddle drawdepth (#32369)
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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@@ -9,32 +9,42 @@ namespace Content.Shared.DrawDepth
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/// <summary>
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/// This is for sub-floors, the floors you see after prying off a tile.
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/// </summary>
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LowFloors = DrawDepthTag.Default - 11,
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LowFloors = DrawDepthTag.Default - 14,
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// various entity types that require different
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// draw depths, as to avoid hiding
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#region SubfloorEntities
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ThickPipe = DrawDepthTag.Default - 10,
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ThickWire = DrawDepthTag.Default - 9,
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ThinPipe = DrawDepthTag.Default - 8,
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ThinWire = DrawDepthTag.Default - 7,
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ThickPipe = DrawDepthTag.Default - 13,
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ThickWire = DrawDepthTag.Default - 12,
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ThinPipe = DrawDepthTag.Default - 11,
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ThinWire = DrawDepthTag.Default - 10,
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#endregion
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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 - 7,
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BelowFloor = DrawDepthTag.Default - 9,
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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 - 6,
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FloorTiles = DrawDepthTag.Default - 8,
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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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/// Things that are actually right on the floor, like ice crust or atmos devices. 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 - 5,
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FloorObjects = DrawDepthTag.Default - 7,
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/// <summary>
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// Discrete drawdepth to avoid z-fighting with other FloorObjects but also above floor entities.
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/// </summary>
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Puddles = DrawDepthTag.Default - 6,
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/// <summary>
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// Objects that are on the floor, but should render above puddles. This includes kudzu, holopads, telepads and levers.
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/// </summary>
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HighFloorObjects = DrawDepthTag.Default - 5,
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DeadMobs = DrawDepthTag.Default - 4,
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