diff --git a/Content.Client/DamageState/DamageStateVisualizerSystem.cs b/Content.Client/DamageState/DamageStateVisualizerSystem.cs index fa2a2c79fc..8ed18e7e42 100644 --- a/Content.Client/DamageState/DamageStateVisualizerSystem.cs +++ b/Content.Client/DamageState/DamageStateVisualizerSystem.cs @@ -40,10 +40,10 @@ public sealed class DamageStateVisualizerSystem : VisualizerSystem (int) DrawDepth.FloorObjects) + if (sprite.DrawDepth > (int) DrawDepth.DeadMobs) { component.OriginalDrawDepth = sprite.DrawDepth; - sprite.DrawDepth = (int) DrawDepth.FloorObjects; + sprite.DrawDepth = (int) DrawDepth.DeadMobs; } } else if (component.OriginalDrawDepth != null) diff --git a/Content.Shared/DrawDepth/DrawDepth.cs b/Content.Shared/DrawDepth/DrawDepth.cs index e0065dd765..456c1793fc 100644 --- a/Content.Shared/DrawDepth/DrawDepth.cs +++ b/Content.Shared/DrawDepth/DrawDepth.cs @@ -9,32 +9,34 @@ namespace Content.Shared.DrawDepth /// /// This is for sub-floors, the floors you see after prying off a tile. /// - LowFloors = DrawDepthTag.Default - 10, + LowFloors = DrawDepthTag.Default - 11, // various entity types that require different // draw depths, as to avoid hiding #region SubfloorEntities - ThickPipe = DrawDepthTag.Default - 9, - ThickWire = DrawDepthTag.Default - 8, - ThinPipe = DrawDepthTag.Default - 7, - ThinWire = DrawDepthTag.Default - 6, + ThickPipe = DrawDepthTag.Default - 10, + ThickWire = DrawDepthTag.Default - 9, + ThinPipe = DrawDepthTag.Default - 8, + ThinWire = DrawDepthTag.Default - 7, #endregion /// /// Things that are beneath regular floors. /// - BelowFloor = DrawDepthTag.Default - 6, + BelowFloor = DrawDepthTag.Default - 7, /// /// Used for entities like carpets. /// - FloorTiles = DrawDepthTag.Default - 5, + FloorTiles = DrawDepthTag.Default - 6, /// /// Things that are actually right on the floor, like puddles. This does not mean objects like /// tables, even though they are technically "on the floor". /// - FloorObjects = DrawDepthTag.Default - 4, + FloorObjects = DrawDepthTag.Default - 5, + + DeadMobs = DrawDepthTag.Default - 4, /// /// Allows small mobs like mice and drones to render under tables and chairs but above puddles and vents