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:
This commit is contained in:
san7890
2022-06-26 20:10:41 -04:00
committed by GitHub
parent 5377b470d8
commit 4b3845a740
+1 -4
View File
@@ -3,7 +3,7 @@
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "x2"
anchored = TRUE
layer = TURF_LAYER
layer = OBJ_LAYER
plane = GAME_PLANE
invisibility = INVISIBILITY_ABSTRACT
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
@@ -406,8 +406,6 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark/start/new_player)
/obj/effect/landmark/event_spawn
name = "generic event spawn"
icon_state = "generic_event"
layer = OBJ_LAYER
/obj/effect/landmark/event_spawn/Initialize(mapload)
. = ..()
@@ -519,7 +517,6 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark/start/new_player)
/obj/effect/landmark/navigate_destination
name = "navigate verb destination"
icon_state = "navigate"
layer = OBJ_LAYER
var/location
/obj/effect/landmark/navigate_destination/Initialize(mapload)