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26 changes: 25 additions & 1 deletion bobenemies/prototypes/functions.lua
Original file line number Diff line number Diff line change
Expand Up @@ -693,6 +693,11 @@ function bobmods.enemies.new_biter(inputs)
flags = { "placeable-neutral", "placeable-off-grid", "building-direction-8-way", "not-on-map" },
})

table.remove(corpse_prototype.animation.layers)
corpse_prototype.animation_render_layer = "corpse"
corpse_prototype.final_render_layer = "corpse"
corpse_prototype.use_decay_layer = false

data:extend({ biter_prototype, corpse_prototype })
end

Expand Down Expand Up @@ -1342,6 +1347,11 @@ function bobmods.enemies.new_spitter(inputs)
flags = { "placeable-neutral", "placeable-off-grid", "building-direction-8-way", "not-on-map" },
})

table.remove(corpse_prototype.animation.layers)
corpse_prototype.animation_render_layer = "corpse"
corpse_prototype.final_render_layer = "corpse"
corpse_prototype.use_decay_layer = false

if not inputs.no_acid_stream == true then
bobmods.enemies.acid_stream(inputs, final_scale)
end
Expand Down Expand Up @@ -2815,6 +2825,10 @@ function bobmods.enemies.new_worm(inputs)
worm_corpse_2.icon = "__base__/graphics/icons/big-worm-corpse.png"
worm_corpse_1.localised_name = { "entity-name.bob-enemies-corpse" }
worm_corpse_2.localised_name = { "entity-name.bob-enemies-corpse" }
worm_corpse_1.animation_render_layer = "corpse"
worm_corpse_2.animation_render_layer = "corpse"
worm_corpse_1.final_render_layer = "corpse"
worm_corpse_2.final_render_layer = "corpse"

if inputs.tint2 then
table.insert(
Expand Down Expand Up @@ -3170,9 +3184,19 @@ function bobmods.enemies.new_spawner(inputs)
spawner_decay_animation(3, inputs.tint),
},
decay_frame_transition_duration = 360,
final_render_layer = "lower-object-above-shadow",
animation_render_layer = "corpse",
final_render_layer = "corpse",
}

table.remove(spawner_corpse.animation[1].layers)
table.remove(spawner_corpse.animation[2].layers)
table.remove(spawner_corpse.animation[3].layers)
table.remove(spawner_corpse.animation[4].layers)
table.remove(spawner_corpse.decay_animation[1].layers)
table.remove(spawner_corpse.decay_animation[2].layers)
table.remove(spawner_corpse.decay_animation[3].layers)
table.remove(spawner_corpse.decay_animation[4].layers)

if inputs.tint2 then
table.insert(
spawner_prototype.graphics_set.animations[1].layers,
Expand Down