new layers (#483)
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@@ -9,15 +9,16 @@ namespace Content.Shared.Physics
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[Flags, PublicAPI]
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public enum CollisionGroup
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{
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None = 0,
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Grid = 1 << 0, // Walls
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Mob = 1 << 1, // Mobs, like the player or NPCs
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Fixture = 1 << 2, // wall fixtures, like APC or posters
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Items = 1 << 3, // Items on the ground
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Furniture = 1 << 4, // Tables, machines
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None = 0,
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Opaque = 1 << 0, // 1 Blocks light, for lasers
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Impassable = 1 << 1, // 2 Walls, objects impassable by any means
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MobImpassable = 1 << 2, // 4 Mobs, players, crabs, etc
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VaultImpassable = 1 << 3, // 8 Things that cannot be jumped over, not half walls or tables
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SmallImpassable = 1 << 4, // 16 Things a smaller object - a cat, a crab - can't go through - a wall, but not a computer terminal or a table
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Clickable = 1 << 5, // 32 Temporary "dummy" layer to ensure that objects can still be clicked even if they don't collide with anything (you can't interact with objects that have no layer, including items)
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// 32 possible groups
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MobMask = Grid | Mob | Furniture,
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MobMask = Impassable | MobImpassable | VaultImpassable | SmallImpassable,
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AllMask = -1,
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}
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}
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