diff --git a/code/__defines/__renderer.dm b/code/__defines/__renderer.dm index baf84b36bec27..629175198ba51 100644 --- a/code/__defines/__renderer.dm +++ b/code/__defines/__renderer.dm @@ -91,7 +91,7 @@ #define SIDE_WINDOW_LAYER 3.04 #define FULL_WINDOW_LAYER 3.05 #define ABOVE_WINDOW_LAYER 3.06 - #define HOLOMAP_OVERLAY_LAYER 3.061 + #define HOLOMAP_OVERLAY_LAYER 3.065 //LYING MOB AND HUMAN #define LYING_MOB_LAYER 3.07 #define LYING_HUMAN_LAYER 3.08 @@ -133,20 +133,20 @@ #define OBFUSCATION_LAYER 5.2 #define BASE_AREA_LAYER 999 -#define OBSERVER_PLANE 2 +#define OBSERVER_PLANE 200 -#define LIGHTING_PLANE 3 // For Lighting. - The highest plane (ignoring all other even higher planes) +#define LIGHTING_PLANE 300 // For Lighting. - The highest plane (ignoring all other even higher planes) #define LIGHTBULB_LAYER 0 #define LIGHTING_LAYER 1 #define ABOVE_LIGHTING_LAYER 2 -#define EFFECTS_ABOVE_LIGHTING_PLANE 4 // For glowy eyes, laser beams, etc. that shouldn't be affected by darkness +#define EFFECTS_ABOVE_LIGHTING_PLANE 400 // For glowy eyes, laser beams, etc. that shouldn't be affected by darkness #define EYE_GLOW_LAYER 1 #define BEAM_PROJECTILE_LAYER 2 #define SUPERMATTER_WALL_LAYER 3 #define SPEECH_INDICATOR_LAYER 4 -#define FULLSCREEN_PLANE 5 // for fullscreen overlays that do not cover the hud. +#define FULLSCREEN_PLANE 500 // for fullscreen overlays that do not cover the hud. #define FULLSCREEN_LAYER 0 #define DAMAGE_LAYER 1 @@ -154,7 +154,7 @@ #define BLIND_LAYER 3 #define CRIT_LAYER 4 -#define HUD_PLANE 6 +#define HUD_PLANE 600 #define UNDER_HUD_LAYER 0 #define HUD_BASE_LAYER 2 #define HUD_ITEM_LAYER 3 @@ -164,7 +164,7 @@ #define RUNECHAT_PLANE 7 /// This plane masks out lighting, to create an "emissive" effect for e.g glowing screens in otherwise dark areas. -#define EMISSIVE_PLANE 10 +#define EMISSIVE_PLANE 700 #define EMISSIVE_TARGET "*emissive" /// The layer you should use when you -really- don't want an emissive overlay to be blocked. #define EMISSIVE_LAYER_UNBLOCKABLE 9999 @@ -175,13 +175,13 @@ #define RENDER_GROUP_NONE null /// Things to be drawn within the game context -#define RENDER_GROUP_SCENE 990 +#define RENDER_GROUP_SCENE 800 /// Things to be drawn within the screen context -#define RENDER_GROUP_SCREEN 995 +#define RENDER_GROUP_SCREEN 950 /// The final render group, for compositing -#define RENDER_GROUP_FINAL 999 +#define RENDER_GROUP_FINAL 900 /// Causes the atom to ignore clicks, hovers, etc.