Drop dynamic z levels for OM from 3 to 2 (#8567)

This commit is contained in:
Raeschen
2024-06-27 16:20:41 +02:00
committed by GitHub
parent d781439fc0
commit ec2ba448aa

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@@ -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.