/// </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,
}
}
- 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