Landmarks works (#19006)

Fixed some landmarks harddels.
Refactored various landmarks in their own subtype instead of using a
name-based switch system.
This commit is contained in:
Fluffy
2024-04-28 17:04:40 +00:00
committed by GitHub
parent fb05bfab41
commit 5c295f5a10
32 changed files with 645 additions and 937 deletions
+12 -3
View File
@@ -7,16 +7,20 @@
name = "clear turf"
icon = 'icons/effects/landmarks.dmi'
icon_state = "clear"
delete_me = TRUE
/obj/effect/landmark/clear/Initialize()
..()
return INITIALIZE_HINT_LATELOAD
/obj/effect/landmark/clear/LateInitialize()
var/turf/simulated/wall/W = get_turf(src)
if(istype(W))
W.dismantle_wall(TRUE, TRUE)
var/turf/simulated/mineral/M = W
if(istype(M))
M.GetDrilled()
. = ..()
qdel(src) //Our job here is done
//Applies fire act to the turf
/obj/effect/landmark/scorcher
@@ -26,7 +30,12 @@
var/temp = T0C + 3000
/obj/effect/landmark/scorcher/Initialize()
..()
return INITIALIZE_HINT_LATELOAD //This assures that everything under the marker has loaded before burning it
/obj/effect/landmark/scorcher/LateInitialize()
var/turf/simulated/T = get_turf(src)
if(istype(T))
T.fire_act(temp)
. = ..()
qdel(src) //Our job here is done