diff --git a/code/game/turfs/simulated/floor_types.dm b/code/game/turfs/simulated/floor_types.dm index 2a85a6d131..151efd819c 100644 --- a/code/game/turfs/simulated/floor_types.dm +++ b/code/game/turfs/simulated/floor_types.dm @@ -123,12 +123,19 @@ //Well if this isn't our first rodeo, we know EXACTLY what we landed on, and it looks like this. if(landed_holder && !interior_corner) - var/mutable_appearance/landed_on = new(landed_holder) - landed_on.layer = FLOAT_LAYER //Not turf - landed_on.plane = FLOAT_PLANE //Not turf - us.underlays = list(landed_on) - appearance = us - update_breaklights() + //Space gets special treatment + if(ispath(landed_holder.turf_type, /turf/space)) + var/image/spaceimage = image(landed_holder.icon, landed_holder.icon_state) + spaceimage.plane = SPACE_PLANE + underlays = list(spaceimage) + else + var/mutable_appearance/landed_on = new(landed_holder) + landed_on.layer = FLOAT_LAYER //Not turf + landed_on.plane = FLOAT_PLANE //Not turf + us.underlays = list(landed_on) + appearance = us + + spawn update_breaklights() //So that we update the breaklight overlays only after turfs are connected return if(!under) @@ -171,7 +178,7 @@ appearance = us - update_breaklights() + spawn update_breaklights() //So that we update the breaklight overlays only after turfs are connected return under