From 4b3845a740d5b3cdcf2fd0204055b44f70d29da2 Mon Sep 17 00:00:00 2001 From: san7890 Date: Sun, 26 Jun 2022 18:10:41 -0600 Subject: [PATCH] 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: --- code/game/objects/effects/landmarks.dm | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) diff --git a/code/game/objects/effects/landmarks.dm b/code/game/objects/effects/landmarks.dm index caf544f4a1f..a7ef07e012b 100644 --- a/code/game/objects/effects/landmarks.dm +++ b/code/game/objects/effects/landmarks.dm @@ -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)