diff --git a/code/game/objects/structures/signs.dm b/code/game/objects/structures/signs.dm index 093f441514a45..6d4bf430e13bb 100644 --- a/code/game/objects/structures/signs.dm +++ b/code/game/objects/structures/signs.dm @@ -5,6 +5,7 @@ density = 0 layer = ABOVE_WINDOW_LAYER w_class = ITEM_SIZE_NORMAL + vis_flags = VIS_HIDE /obj/structure/sign/ex_act(severity) switch(severity) diff --git a/code/modules/economy/ATM.dm b/code/modules/economy/ATM.dm index 7e509c2885134..9641ab0ca8b27 100644 --- a/code/modules/economy/ATM.dm +++ b/code/modules/economy/ATM.dm @@ -13,6 +13,7 @@ anchored = 1 use_power = 1 idle_power_usage = 10 + vis_flags = VIS_HIDE var/datum/money_account/authenticated_account var/number_incorrect_tries = 0 var/previous_account_number = 0 diff --git a/code/modules/halo/misc/capture_node.dm b/code/modules/halo/misc/capture_node.dm index 58ff9efc5786f..0b65b36a438e6 100644 --- a/code/modules/halo/misc/capture_node.dm +++ b/code/modules/halo/misc/capture_node.dm @@ -205,6 +205,7 @@ GLOBAL_LIST_EMPTY(capture_nodes) var/image/faction_logo var/fade_alpha1 = 100 var/fade_alpha2 = 0 + vis_flags = VIS_HIDE /obj/structure/capture_marker/proc/set_owner(var/new_faction) GLOB.processing_objects.Remove(src) diff --git a/code/modules/multiz/movement.dm b/code/modules/multiz/movement.dm index 10a3dce6e2109..5c69a54252141 100644 --- a/code/modules/multiz/movement.dm +++ b/code/modules/multiz/movement.dm @@ -197,7 +197,7 @@ return species.can_fall(src) /atom/movable/proc/handle_fall(var/turf/landing) - Move(landing) + forceMove(landing) if(locate(/obj/structure/stairs) in landing) return 1 else diff --git a/code/modules/power/lighting.dm b/code/modules/power/lighting.dm index 52c65acc2e3f7..b2c32778c28fa 100644 --- a/code/modules/power/lighting.dm +++ b/code/modules/power/lighting.dm @@ -150,6 +150,7 @@ var/global/list/light_type_cache = list() idle_power_usage = 2 active_power_usage = 20 power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list + vis_flags = VIS_HIDE var/on = 0 // 1 if on, 0 if off var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN