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"]