diff --git a/Content.Shared/DrawDepth/DrawDepth.cs b/Content.Shared/DrawDepth/DrawDepth.cs index 6dfe4c0440..a52a7c1f05 100644 --- a/Content.Shared/DrawDepth/DrawDepth.cs +++ b/Content.Shared/DrawDepth/DrawDepth.cs @@ -9,40 +9,36 @@ namespace Content.Shared.DrawDepth /// /// This is for sub-floors, the floors you see after prying off a tile. /// - LowFloors = DrawDepthTag.Default - 7, + LowFloors = DrawDepthTag.Default - 6, /// /// Things that are beneath regular floors, such as wires or pipes. vents/scrubbers also use this to ensure /// that they appear below carpets. /// - BelowFloor = DrawDepthTag.Default - 6, + BelowFloor = DrawDepthTag.Default - 5, /// /// Used for entities like carpets. /// - FloorTiles = DrawDepthTag.Default - 5, + FloorTiles = DrawDepthTag.Default - 4, /// /// Things that are actually right on the floor, like puddles. This does not mean objects like /// tables, even though they are technically "on the floor". /// - FloorObjects = DrawDepthTag.Default - 4, + FloorObjects = DrawDepthTag.Default - 3, - Walls = DrawDepthTag.Default - 3, + Walls = DrawDepthTag.Default - 2, /// /// Used for windows (grilles use walls) and misc signage. Useful if you want to have an APC in the middle /// of some wall-art or something. /// - WallTops = DrawDepthTag.Default - 2, + WallTops = DrawDepthTag.Default - 1, /// - /// Posters, APCs, air alarms, etc. - /// - WallMountedItems = DrawDepthTag.Default - 1, - - /// - /// Furniture, crates, etc. + /// Furniture, crates, tables. etc. If an entity should be drawn on top of a table, it needs a draw depth + /// that is higher than this. /// Objects = DrawDepthTag.Default, @@ -53,26 +49,31 @@ namespace Content.Shared.DrawDepth /// SmallObjects = DrawDepthTag.Default + 1, + /// + /// Posters, APCs, air alarms, etc. This also includes most lights & lamps. + /// + WallMountedItems = DrawDepthTag.Default + 2, + /// /// Generic items. Things that should be above crates & tables, but underneath mobs. /// - Items = DrawDepthTag.Default + 2, + Items = DrawDepthTag.Default + 3, - Mobs = DrawDepthTag.Default + 3, + Mobs = DrawDepthTag.Default + 4, - Doors = DrawDepthTag.Default + 4, + Doors = DrawDepthTag.Default + 5, /// /// Explosions, fire, melee swings. Whatever. /// - Effects = DrawDepthTag.Default + 5, + Effects = DrawDepthTag.Default + 6, - Ghosts = DrawDepthTag.Default + 6, + Ghosts = DrawDepthTag.Default + 7, /// /// 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. /// - Overlays = DrawDepthTag.Default + 7, + Overlays = DrawDepthTag.Default + 8, } } diff --git a/Resources/Prototypes/Entities/Structures/Dispensers/booze.yml b/Resources/Prototypes/Entities/Structures/Dispensers/booze.yml index acc2253e20..fad49b5ab1 100644 --- a/Resources/Prototypes/Entities/Structures/Dispensers/booze.yml +++ b/Resources/Prototypes/Entities/Structures/Dispensers/booze.yml @@ -7,6 +7,7 @@ - type: Rotatable - type: Sprite sprite: Structures/dispensers.rsi + drawdepth: SmallObjects state: booze - type: ReagentDispenser pack: BoozeDispenserInventory diff --git a/Resources/Prototypes/Entities/Structures/Dispensers/soda.yml b/Resources/Prototypes/Entities/Structures/Dispensers/soda.yml index 0332371a4c..bfdef4d88c 100644 --- a/Resources/Prototypes/Entities/Structures/Dispensers/soda.yml +++ b/Resources/Prototypes/Entities/Structures/Dispensers/soda.yml @@ -7,6 +7,7 @@ - type: Rotatable - type: Sprite sprite: Structures/dispensers.rsi + drawdepth: SmallObjects state: soda - type: ReagentDispenser pack: SodaDispenserInventory diff --git a/Resources/Prototypes/Entities/Structures/Wallmounts/lighting.yml b/Resources/Prototypes/Entities/Structures/Wallmounts/lighting.yml index e5d1050acd..dd84827c06 100644 --- a/Resources/Prototypes/Entities/Structures/Wallmounts/lighting.yml +++ b/Resources/Prototypes/Entities/Structures/Wallmounts/lighting.yml @@ -18,6 +18,7 @@ layer: [ Passable ] - type: Sprite sprite: Structures/Wallmounts/Lighting/light_tube.rsi + drawdepth: WallMountedItems layers: - state: on map: ["enum.PoweredLightLayers.Base"]