obj
Wilderness
icon='Wilderness.dmi'
Oak1a
icon_state="Oaka"
density = 1
bound_x = 16
bound_width = 12
bound_height = 16
New()
new /obj/Wilderness/Oakb(locate(src.x+1,src.y,src.z))
new /obj/Wilderness/Oakc(locate(src.x,src.y+1,src.z))
new /obj/Wilderness/Oakd(locate(src.x+1,src.y+1,src.z))
..()
Oakb
icon_state="Oakb"
density = 1
bound_x = 0
bound_width =12
bound_height = 16
Oakc
icon_state="Oakc"
layer = 5
Oakd
icon_state="Oakd"
layer = 5
Problem description:
So I have a 4-tile tree. The top two tiles have "layer = 5" because they'll always be "over" the player, but the bottom two tiles are tricky. When the player walks past them they need to be "beneath" him, and due to their bounds settings he can walk past them using EAST and WEST. But when he walks behind them they need to be "above" him, but again, due to bounds settings, he can still enter using EAST and WEST.
I've thought of a clunky Enter() adaptation checking the mob's pixel height, but hoped there was a more elegant alternative.
Current behaviour looks like this:
![](http://files.byondhome.com/Ease/2013-06/Ease-0001/Tree1.png)
![](http://www.byond.com/members/Ease/files/2013-06/Ease-0001/Tree2.png)
see: side-view maps