Space Station 13 - Modules - TypesDefine Details

code/__DEFINES/layers_planes.dm

SPACE_LAYERLayers most often used by atoms of plane lower than GAME_PLANE
CATWALK_LAYERcatwalk overlay of /turf/open/floor/plating/plating_catwalk
BELOW_OPEN_DOOR_LAYERLayers most often used by atoms of plane equal or higher than GAME_PLANE
BALLOON_CHAT_PLANEPlane for balloon text (text that fades up) It's over lighting and every other crap because this is nearly as important as hud content and only visible to the user.
SOUND_EFFECT_VISUAL_PLANEVisuals that represent sounds happening, and can be seen while blind.
LOBBY_BELOW_MENU_LAYERLayer for lobby menu collapse button
LOBBY_MENU_LAYERLayer for lobby menu background image and main buttons (Join/Ready, Observe, Charater Prefs)
LOBBY_SHUTTER_LAYERLayer for lobby menu shutter, which covers up the menu to collapse/expand it
LOBBY_BOTTOM_BUTTON_LAYERLayer for lobby menu buttons that are hanging away from and lower than the main panel
ESCAPE_MENU_PLANEPlane related to the menu when pressing Escape. Needed so that we can apply a blur effect to EVERYTHING, and guarantee we are above all UI.
PLANE_RANGEThe range unique planes can be in
PLANE_CRITICAL_DISPLAYThis plane master will not go away if its layer is culled. useful for preserving effects
PLANE_CRITICAL_NO_EMPTY_RELAYThis plane master will temporarially remove relays to non critical planes if it's layer is culled (and it's critical) This is VERY hacky, but needed to ensure that some instances of BLEND_MULITPLY work as expected (fuck you god damn parallax) It also implies that the critical plane has a *'d render target, making it mask itself
PLANE_MASTERS_GAMEPlane master controller keys
SCREENTIP_LAYERLayer for screentips

Define Details

BALLOON_CHAT_PLANE

Plane for balloon text (text that fades up) It's over lighting and every other crap because this is nearly as important as hud content and only visible to the user.

BELOW_OPEN_DOOR_LAYER

Layers most often used by atoms of plane equal or higher than GAME_PLANE

CATWALK_LAYER

catwalk overlay of /turf/open/floor/plating/plating_catwalk

ESCAPE_MENU_PLANE

Plane related to the menu when pressing Escape. Needed so that we can apply a blur effect to EVERYTHING, and guarantee we are above all UI.

LOBBY_BELOW_MENU_LAYER

Layer for lobby menu collapse button

LOBBY_BOTTOM_BUTTON_LAYER

Layer for lobby menu buttons that are hanging away from and lower than the main panel

LOBBY_MENU_LAYER

Layer for lobby menu background image and main buttons (Join/Ready, Observe, Charater Prefs)

LOBBY_SHUTTER_LAYER

Layer for lobby menu shutter, which covers up the menu to collapse/expand it

PLANE_CRITICAL_DISPLAY

This plane master will not go away if its layer is culled. useful for preserving effects

PLANE_CRITICAL_NO_EMPTY_RELAY

This plane master will temporarially remove relays to non critical planes if it's layer is culled (and it's critical) This is VERY hacky, but needed to ensure that some instances of BLEND_MULITPLY work as expected (fuck you god damn parallax) It also implies that the critical plane has a *'d render target, making it mask itself

PLANE_MASTERS_GAME

Plane master controller keys

PLANE_RANGE

The range unique planes can be in

SCREENTIP_LAYER

Layer for screentips

SOUND_EFFECT_VISUAL_PLANE

Visuals that represent sounds happening, and can be seen while blind.

SPACE_LAYER

Layers most often used by atoms of plane lower than GAME_PLANE