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126 lines
4.7 KiB
C#
126 lines
4.7 KiB
C#
using Robust.Shared.Serialization;
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using DrawDepthTag = Robust.Shared.GameObjects.DrawDepth;
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namespace Content.Shared.DrawDepth
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{
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[ConstantsFor(typeof(DrawDepthTag))]
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public enum DrawDepth
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{
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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 - 18,
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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 - 17,
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ThickWire = DrawDepthTag.Default - 16,
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ThinPipe = DrawDepthTag.Default - 15,
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ThinWire = DrawDepthTag.Default - 14,
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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 - 13,
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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 - 12,
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/// <summary>
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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 - 11,
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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 - 10,
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// There's a gap for subfloor entities to retain relative draw depth when revealed by a t-ray scanner.
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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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/// <summary>
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/// Allows small mobs like mice and drones to render under tables and chairs but above puddles and vents
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/// </summary>
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SmallMobs = DrawDepthTag.Default - 3,
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Walls = DrawDepthTag.Default - 2,
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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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/// of some wall-art or something.
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/// </summary>
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WallTops = DrawDepthTag.Default - 1,
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/// <summary>
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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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/// that is higher than this.
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/// </summary>
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Objects = DrawDepthTag.Default,
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/// <summary>
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/// In-between an furniture and an item. Useful for entities that need to appear on top of tables, but are
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/// not items. E.g., power cell chargers. Also useful for pizza boxes, which appear above crates, but not
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/// above the pizza itself.
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/// </summary>
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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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/// To use for objects that would usually fall under SmallObjects, but appear taller than 1 tile. For example: Reagent Grinder
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/// </summary>
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LargeObjects = DrawDepthTag.Default + 3,
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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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/// </summary>
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Items = DrawDepthTag.Default + 4,
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/// <summary>
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/// Stuff that should be drawn below mobs, but on top of items. Like muzzle flash.
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/// </summary>
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BelowMobs = DrawDepthTag.Default + 5,
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Mobs = DrawDepthTag.Default + 6,
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OverMobs = DrawDepthTag.Default + 7,
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Doors = DrawDepthTag.Default + 8,
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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 + 9,
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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 + 10,
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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 + 11,
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Ghosts = DrawDepthTag.Default + 12,
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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 + 13,
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}
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}
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