removing codes for renderorder-to-number relation

This commit is contained in:
minjaesong
2023-10-06 16:20:12 +09:00
parent bfa6cbe2da
commit 22def38cf7
3 changed files with 6 additions and 27 deletions

View File

@@ -10,16 +10,9 @@ object ReferencingRanges {
val WALLS = 65536..131071 // 65 536 walls
val ITEMS_STATIC = 135168..0x0F_FFFF // 913 408 items
val ITEMS_DYNAMIC = 0x10_0000..0x0FFF_FFFF // 267 386 880 pseudo-items
val ACTORS = 0x1000_0000..0x7FFF_FFFF // too much actors
val ACTORS = 0x1000_0000..0x7FFE_FFFF
// Actor IDs are assigned in 256 groups, single actor can have 256 sub-actors
// we're leaving last 65536 entries unassignable so that some special actors would use them
val ACTORS_BEHIND = 0x1000_0000..0x1FFE_FFFF // Rendered behind (e.g. tapestries)
val ACTORS_MIDDLE = 0x2000_0000..0x4FFE_FFFF // Regular actors (e.g. almost all of them)
val ACTORS_MIDTOP = 0x5000_0000..0x5FFE_FFFF // Special (e.g. weapon swung, bullets, dropped item, particles)
val ACTORS_FRONT = 0x6000_0000..0x6FFE_FFFF // Rendered front (e.g. fake tile)
val ACTORS_OVERLAY = 0x7001_0000..0x7FFE_FFFF // Rendered as screen overlay, not affected by light nor environment overlays
// there is a gap between 0x7FFF_0000..0x7FFF_BFFF
// IDs doesn't effect the render order at all, but we're kinda enforcing these ID ranging.
// However, these two wire-related actor will break the rule. But as we want them to render on top of others