Allow t-ray to penetrate carpets and puddles (#25276)

* Allow t-ray to penetrate carpets and puddles

* handle edge cases
This commit is contained in:
themias
2024-02-16 18:37:56 -05:00
committed by GitHub
parent 1a438e644f
commit d7eb3b1c5c
2 changed files with 20 additions and 0 deletions

View File

@@ -1,3 +1,4 @@
using Content.Shared.DrawDepth;
using Content.Shared.SubFloor;
using Robust.Client.GameObjects;
@@ -62,6 +63,18 @@ public sealed class SubFloorHideSystem : SharedSubFloorHideSystem
}
args.Sprite.Visible = hasVisibleLayer || revealed;
// allows a t-ray to show wires/pipes above carpets/puddles
if (scannerRevealed)
{
component.OriginalDrawDepth ??= args.Sprite.DrawDepth;
args.Sprite.DrawDepth = (int) Shared.DrawDepth.DrawDepth.FloorObjects + 1;
}
else if (component.OriginalDrawDepth.HasValue)
{
args.Sprite.DrawDepth = component.OriginalDrawDepth.Value;
component.OriginalDrawDepth = null;
}
}
private void UpdateAll()

View File

@@ -45,5 +45,12 @@ namespace Content.Shared.SubFloor
/// </summary>
[DataField("visibleLayers")]
public HashSet<Enum> VisibleLayers = new() { SubfloorLayers.FirstLayer };
/// <summary>
/// This is used for storing the original draw depth of a t-ray revealed entity.
/// e.g. when a t-ray revealed cable is drawn above a carpet.
/// </summary>
[DataField]
public int? OriginalDrawDepth;
}
}