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Drop dynamic z levels for OM from 3 to 2 (#8567)
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@@ -4,7 +4,7 @@
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GLOBAL_VAR_INIT(dynamic_sector_master, null)
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// 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().
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#define MAX_DYNAMIC_LEVELS 3
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#define MAX_DYNAMIC_LEVELS 2
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#define MAX_DYNAMIC_POI_DIMENSIONS 200 // Keep this an even number if using even world.maxx/maxy. This value MUST
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// a large enough static border to fit OM ships. A 30x30 ship means max dimensions must be 60 less than the z-level max
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// to keep a 30 turf border on each side of the load/unload area.
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@@ -37,7 +37,7 @@ GLOBAL_VAR_INIT(dynamic_sector_master, null)
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// This means extra_z_levels won't do anything, which is intentional.
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/obj/effect/overmap/visitable/dynamic/find_z_levels()
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if(!generated_z && (GLOB.dynamic_sector_master == src)) // Ensure this only runs once per round.
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for(var/i = 1; i <= 3; i++) // Hard-coding limit because this is dangerous.
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for(var/i = 1; i <= 2; i++) // Hard-coding limit because this is dangerous.
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world.increment_max_z()
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map_z[i] = world.maxz
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// Spawn shuttle_landmarks near the lower x border, aligned with the POI spawning turf. These move during POI generation.
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