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wires are now visible when not selected, but gets covered by the terrain to make them appear natural
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@@ -13,15 +13,21 @@ object ReferencingRanges {
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val ACTORS = 0x1000_0000..0x7FFF_FFFF // too much actors
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// Actor IDs are assigned in 256 groups, single actor can have 256 sub-actors
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val ACTORS_BEHIND = 0x1000_0000..0x1FFF_FFFF // Rendered behind (e.g. tapestries)
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val ACTORS_MIDDLE = 0x2000_0000..0x4FFF_FFFF // Regular actors (e.g. almost all of them)
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val ACTORS_MIDTOP = 0x5000_0000..0x5FFF_FFFF // Special (e.g. weapon swung, bullets, dropped item, particles)
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val ACTORS_FRONT = 0x6000_0000..0x6EFF_FFFF // Rendered front (e.g. fake tile)
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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_WIRES = 0x6FFF_0000..0x6FFF_FFFF // Rendered front--wires
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val ACTORS_WIRES_HELPER = 0x7000_0000..0x7000_FFFF // Rendered overlay--wiring port icons and logic gates
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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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// in the same render orders, we're giveng them relatively high IDs for them.
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val ACTORS_WIRES = 0x7FFF_E000..0x7FFF_EFFF // Rendered front--wires
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val ACTORS_WIRES_HELPER = 0x7FFF_F000..0x7FFF_FF00 // Rendered overlay--wiring port icons and logic gates
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val ACTORS_OVERLAY = 0x7001_0000..0x7FFF_FFFF // Rendered as screen overlay, not affected by light nor environment overlays
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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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// Actor ID 0x7FFF_FFFF is pre-assigned to the block cursor!
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val PREFIX_DYNAMICITEM = "dyn"
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val PREFIX_ACTORITEM = "actor"
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