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