Add BlastDoors DrawDepth (#18717)
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@@ -78,22 +78,27 @@ namespace Content.Shared.DrawDepth
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Doors = DrawDepthTag.Default + 5,
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/// <summary>
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/// Blast doors and shutters which go over the usual doors.
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/// </summary>
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BlastDoors = DrawDepthTag.Default + 6,
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/// <summary>
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/// Stuff that needs to draw over most things, but not effects, like Kudzu.
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/// </summary>
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Overdoors = DrawDepthTag.Default + 6,
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Overdoors = DrawDepthTag.Default + 7,
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/// <summary>
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/// Explosions, fire, melee swings. Whatever.
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/// </summary>
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Effects = DrawDepthTag.Default + 7,
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Effects = DrawDepthTag.Default + 8,
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Ghosts = DrawDepthTag.Default + 8,
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Ghosts = DrawDepthTag.Default + 9,
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/// <summary>
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/// Use this selectively if it absolutely needs to be drawn above (almost) everything else. Examples include
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/// the pointing arrow, the drag & drop ghost-entity, and some debug tools.
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/// </summary>
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Overlays = DrawDepthTag.Default + 9,
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Overlays = DrawDepthTag.Default + 10,
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}
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}
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@@ -1,4 +1,4 @@
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- type: entity
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- type: entity
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id: BaseShutter
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parent: BaseStructure
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name: shutter
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@@ -9,7 +9,7 @@
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components:
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- type: Sprite
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sprite: Structures/Doors/Shutters/shutters.rsi
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drawdepth: Overdoors
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drawdepth: BlastDoors
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layers:
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- state: closed
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map: ["enum.DoorVisualLayers.Base"]
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@@ -33,6 +33,8 @@
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containers:
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board: !type:Container
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- type: Door
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openDrawDepth: BlastDoors
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closedDrawDepth: BlastDoors
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bumpOpen: false
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clickOpen: false
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closeTimeOne: 0.2
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