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Repathed the point decal to the temp_visual effects path. This path has built-in singularity resistance, and allows me to remove a spawn in favor of a built-in QDEL_IN call Also changed points from using the magic number 16 to POINT_LAYER for their layer definition. This does technically drop the point by 4 layers (POINT_LAYER is 12), placing them now below the light layer (shouldn't affect anything) instead of just above it.