diff --git a/code/game/turfs/space/space.dm b/code/game/turfs/space/space.dm index 8336d20a2a8..314b81d1dac 100644 --- a/code/game/turfs/space/space.dm +++ b/code/game/turfs/space/space.dm @@ -123,6 +123,7 @@ destination_y = TRANSITIONEDGE + 1 /datum/controller/game_controller/proc/setup_map_transistions() //listamania + var/list/unplaced_z_levels = accessable_z_levels var/list/free_zones = list("A", "B", "C", "D", "E", "F") var/list/zone_connections = list("D ","C ","B ","E ","A ","C ","F ","E ","A ","D ","F ","B ","A ","E ","F ","C ","A ","B ","F ","D ","D ","C ","B ","E") //This describes the borders of a cube based on free zones, really! @@ -152,13 +153,13 @@ if(S.transition && prob(50)) //In z = 6 (deep space) it's a bit of a crapshoot in terms of navigation continue if(S.z == z_level) - S.transition = z_level + S.transition = num2text(z_level) if(!(S in turfs_needing_destinations)) turfs_needing_destinations += S if(S.z != 6) //deep space turfs need to hang around in case they get reassigned a zone turfs_needing_transition -= S - z_level_order += z_level + z_level_order += num2text(z_level) unplaced_z_levels -= z_level free_zones -= placement @@ -167,6 +168,7 @@ final_zone_connections.len = z_level_order.len var/list/temp = list() + for(var/j=1, j<= 24, j++) temp += zone_connections[j] if(temp.len == 4) //Chunks of cardinal directions