Draw depth fixes. (#5159)
* more draw depth tweaks * undo unnecessary change emergency light already inherits from wall light
This commit is contained in:
@@ -9,40 +9,36 @@ namespace Content.Shared.DrawDepth
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/// <summary>
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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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/// This is for sub-floors, the floors you see after prying off a tile.
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/// </summary>
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/// </summary>
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LowFloors = DrawDepthTag.Default - 7,
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LowFloors = DrawDepthTag.Default - 6,
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/// <summary>
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/// <summary>
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/// Things that are beneath regular floors, such as wires or pipes. vents/scrubbers also use this to ensure
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/// Things that are beneath regular floors, such as wires or pipes. vents/scrubbers also use this to ensure
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/// that they appear below carpets.
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/// that they appear below carpets.
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/// </summary>
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/// </summary>
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BelowFloor = DrawDepthTag.Default - 6,
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BelowFloor = DrawDepthTag.Default - 5,
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/// <summary>
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/// <summary>
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/// Used for entities like carpets.
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/// Used for entities like carpets.
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/// </summary>
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/// </summary>
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FloorTiles = DrawDepthTag.Default - 5,
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FloorTiles = DrawDepthTag.Default - 4,
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/// <summary>
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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 puddles. This does not mean objects like
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/// tables, even though they are technically "on the floor".
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/// tables, even though they are technically "on the floor".
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/// </summary>
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/// </summary>
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FloorObjects = DrawDepthTag.Default - 4,
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FloorObjects = DrawDepthTag.Default - 3,
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Walls = DrawDepthTag.Default - 3,
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Walls = DrawDepthTag.Default - 2,
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/// <summary>
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/// <summary>
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/// Used for windows (grilles use walls) and misc signage. Useful if you want to have an APC in the middle
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/// Used for windows (grilles use walls) and misc signage. Useful if you want to have an APC in the middle
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/// of some wall-art or something.
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/// of some wall-art or something.
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/// </summary>
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/// </summary>
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WallTops = DrawDepthTag.Default - 2,
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WallTops = DrawDepthTag.Default - 1,
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/// <summary>
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/// <summary>
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/// Posters, APCs, air alarms, etc.
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/// Furniture, crates, tables. etc. If an entity should be drawn on top of a table, it needs a draw depth
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/// </summary>
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/// that is higher than this.
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WallMountedItems = DrawDepthTag.Default - 1,
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/// <summary>
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/// Furniture, crates, etc.
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/// </summary>
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/// </summary>
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Objects = DrawDepthTag.Default,
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Objects = DrawDepthTag.Default,
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@@ -53,26 +49,31 @@ namespace Content.Shared.DrawDepth
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/// </summary>
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/// </summary>
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SmallObjects = DrawDepthTag.Default + 1,
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SmallObjects = DrawDepthTag.Default + 1,
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/// <summary>
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/// Posters, APCs, air alarms, etc. This also includes most lights & lamps.
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/// </summary>
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WallMountedItems = DrawDepthTag.Default + 2,
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/// <summary>
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/// <summary>
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/// Generic items. Things that should be above crates & tables, but underneath mobs.
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/// Generic items. Things that should be above crates & tables, but underneath mobs.
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/// </summary>
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/// </summary>
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Items = DrawDepthTag.Default + 2,
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Items = DrawDepthTag.Default + 3,
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Mobs = DrawDepthTag.Default + 3,
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Mobs = DrawDepthTag.Default + 4,
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Doors = DrawDepthTag.Default + 4,
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Doors = DrawDepthTag.Default + 5,
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/// <summary>
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/// <summary>
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/// Explosions, fire, melee swings. Whatever.
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/// Explosions, fire, melee swings. Whatever.
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/// </summary>
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/// </summary>
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Effects = DrawDepthTag.Default + 5,
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Effects = DrawDepthTag.Default + 6,
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Ghosts = DrawDepthTag.Default + 6,
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Ghosts = DrawDepthTag.Default + 7,
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/// <summary>
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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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/// 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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/// the pointing arrow, the drag & drop ghost-entity, and some debug tools.
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/// </summary>
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/// </summary>
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Overlays = DrawDepthTag.Default + 7,
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Overlays = DrawDepthTag.Default + 8,
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}
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}
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}
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}
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@@ -7,6 +7,7 @@
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- type: Rotatable
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- type: Rotatable
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- type: Sprite
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- type: Sprite
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sprite: Structures/dispensers.rsi
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sprite: Structures/dispensers.rsi
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drawdepth: SmallObjects
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state: booze
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state: booze
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- type: ReagentDispenser
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- type: ReagentDispenser
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pack: BoozeDispenserInventory
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pack: BoozeDispenserInventory
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@@ -7,6 +7,7 @@
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- type: Rotatable
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- type: Rotatable
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- type: Sprite
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- type: Sprite
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sprite: Structures/dispensers.rsi
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sprite: Structures/dispensers.rsi
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drawdepth: SmallObjects
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state: soda
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state: soda
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- type: ReagentDispenser
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- type: ReagentDispenser
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pack: SodaDispenserInventory
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pack: SodaDispenserInventory
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@@ -18,6 +18,7 @@
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layer: [ Passable ]
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layer: [ Passable ]
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- type: Sprite
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- type: Sprite
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sprite: Structures/Wallmounts/Lighting/light_tube.rsi
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sprite: Structures/Wallmounts/Lighting/light_tube.rsi
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drawdepth: WallMountedItems
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layers:
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layers:
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- state: on
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- state: on
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map: ["enum.PoweredLightLayers.Base"]
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map: ["enum.PoweredLightLayers.Base"]
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