From ec2ba448aa06f39db2e073c1b7e9a0b099697c11 Mon Sep 17 00:00:00 2001 From: Raeschen Date: Thu, 27 Jun 2024 16:20:41 +0200 Subject: [PATCH] Drop dynamic z levels for OM from 3 to 2 (#8567) --- modular_chomp/code/modules/overmap/dynamic_sector.dm | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/modular_chomp/code/modules/overmap/dynamic_sector.dm b/modular_chomp/code/modules/overmap/dynamic_sector.dm index a36b57d60d..c25db3893e 100644 --- a/modular_chomp/code/modules/overmap/dynamic_sector.dm +++ b/modular_chomp/code/modules/overmap/dynamic_sector.dm @@ -4,7 +4,7 @@ GLOBAL_VAR_INIT(dynamic_sector_master, null) // Also adjust find_z_levels() if you adjust increase dynamic levels, that part is hard-coded so you don't gloss over world.increment_max_z(). -#define MAX_DYNAMIC_LEVELS 3 +#define MAX_DYNAMIC_LEVELS 2 #define MAX_DYNAMIC_POI_DIMENSIONS 200 // Keep this an even number if using even world.maxx/maxy. This value MUST // a large enough static border to fit OM ships. A 30x30 ship means max dimensions must be 60 less than the z-level max // to keep a 30 turf border on each side of the load/unload area. @@ -37,7 +37,7 @@ GLOBAL_VAR_INIT(dynamic_sector_master, null) // This means extra_z_levels won't do anything, which is intentional. /obj/effect/overmap/visitable/dynamic/find_z_levels() if(!generated_z && (GLOB.dynamic_sector_master == src)) // Ensure this only runs once per round. - for(var/i = 1; i <= 3; i++) // Hard-coding limit because this is dangerous. + for(var/i = 1; i <= 2; i++) // Hard-coding limit because this is dangerous. world.increment_max_z() map_z[i] = world.maxz // Spawn shuttle_landmarks near the lower x border, aligned with the POI spawning turf. These move during POI generation.