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Landmark Opportunities - In them their OBJ_LAYER hills (#67996)
Hey there, Landmarks were in the `TURF_LAYER`... layer, so that means you would see bizarre stuff like this in mapping: Really obtuse to have everything, and I do mean everything, just be on the same layer of the turf just due to how often stuff gets covered up and left behind. So, I decided to make every single landmark (except for the jobstart ones, which were already on `MOB_LAYER`) to the `OBJ_LAYER` layer. This looks a lot better to my eyes, and the results speak for themselves:
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@@ -3,7 +3,7 @@
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icon = 'icons/effects/landmarks_static.dmi'
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icon_state = "x2"
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anchored = TRUE
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layer = TURF_LAYER
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layer = OBJ_LAYER
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plane = GAME_PLANE
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invisibility = INVISIBILITY_ABSTRACT
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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@@ -406,8 +406,6 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark/start/new_player)
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/obj/effect/landmark/event_spawn
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name = "generic event spawn"
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icon_state = "generic_event"
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layer = OBJ_LAYER
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/obj/effect/landmark/event_spawn/Initialize(mapload)
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. = ..()
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@@ -519,7 +517,6 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark/start/new_player)
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/obj/effect/landmark/navigate_destination
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name = "navigate verb destination"
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icon_state = "navigate"
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layer = OBJ_LAYER
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var/location
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/obj/effect/landmark/navigate_destination/Initialize(mapload)
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