]> git.smokeofanarchy.ru Git - space-station-14.git/commitdiff
Draw muzzle flash below mobs (#33465)
authorWinkarst <74284083+Winkarst-cpu@users.noreply.github.com>
Sun, 24 Nov 2024 04:20:00 +0000 (07:20 +0300)
committerGitHub <noreply@github.com>
Sun, 24 Nov 2024 04:20:00 +0000 (15:20 +1100)
* Draw muzzle flash below mobs

* Better naming

---------

Co-authored-by: Winkarst <74284083+Winkarst-cpu@users.noreply.github.co>
Content.Shared/DrawDepth/DrawDepth.cs
Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml

index f7b1f3648abe5fdae23ff556018c2855a0fcea29..d0d2daf5d90f022026427bb019ae9fe2e2fcbccb 100644 (file)
@@ -74,33 +74,38 @@ namespace Content.Shared.DrawDepth
         /// </summary>
         Items = DrawDepthTag.Default + 3,
 
-        Mobs = DrawDepthTag.Default + 4,
-               
-        OverMobs = DrawDepthTag.Default + 5,
+        /// <summary>
+        /// Stuff that should be drawn below mobs, but on top of items. Like muzzle flash.
+        /// </summary>
+        BelowMobs = DrawDepthTag.Default + 4,
+
+        Mobs = DrawDepthTag.Default + 5,
+
+        OverMobs = DrawDepthTag.Default + 6,
 
-        Doors = DrawDepthTag.Default + 6,
+        Doors = DrawDepthTag.Default + 7,
 
         /// <summary>
         /// Blast doors and shutters which go over the usual doors.
         /// </summary>
-        BlastDoors = DrawDepthTag.Default + 7,
+        BlastDoors = DrawDepthTag.Default + 8,
 
         /// <summary>
         /// Stuff that needs to draw over most things, but not effects, like Kudzu.
         /// </summary>
-        Overdoors = DrawDepthTag.Default + 8,
+        Overdoors = DrawDepthTag.Default + 9,
 
         /// <summary>
         ///     Explosions, fire, melee swings. Whatever.
         /// </summary>
-        Effects = DrawDepthTag.Default + 9,
+        Effects = DrawDepthTag.Default + 10,
 
-        Ghosts = DrawDepthTag.Default + 10,
+        Ghosts = DrawDepthTag.Default + 11,
 
         /// <summary>
         ///    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.
         /// </summary>
-        Overlays = DrawDepthTag.Default + 11,
+        Overlays = DrawDepthTag.Default + 12,
     }
 }
index 64af32883c4c3e4266b200c0f76f1c23ae3ada23..7d11dffbfac1806cc5a39ab20ddd3700d81c5d50 100644 (file)
@@ -5,7 +5,7 @@
   - type: TimedDespawn
     lifetime: 0.4
   - type: Sprite
-    drawdepth: Effects
+    drawdepth: BelowMobs
     layers:
     - shader: unshaded
       map: ["enum.EffectLayers.Unshaded"]
       - HideContextMenu
 
 - type: entity
-  name: laser bolt 
+  name: laser bolt
   id: BulletLaser
   parent: BaseBullet
   categories: [ HideSpawnMenu ]
   - type: ProjectileSpread
     proto: BulletLaser
     count: 5 #65 heat damage if you hit all your shots, but wide spread
-    spread: 30 
+    spread: 30
 
 - type: entity
   name: narrow laser barrage
   - type: ProjectileSpread
     proto: BulletDisablerSmg
     count: 3 #bit stronger than a disabler if you hit your shots you goober, still not a 2 hit stun though
-    spread: 9 
\ No newline at end of file
+    spread: 9
\ No newline at end of file