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Landmarks works (#19006)
Fixed some landmarks harddels. Refactored various landmarks in their own subtype instead of using a name-based switch system.
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@@ -7,16 +7,20 @@
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name = "clear turf"
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icon = 'icons/effects/landmarks.dmi'
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icon_state = "clear"
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delete_me = TRUE
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/obj/effect/landmark/clear/Initialize()
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..()
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return INITIALIZE_HINT_LATELOAD
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/obj/effect/landmark/clear/LateInitialize()
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var/turf/simulated/wall/W = get_turf(src)
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if(istype(W))
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W.dismantle_wall(TRUE, TRUE)
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var/turf/simulated/mineral/M = W
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if(istype(M))
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M.GetDrilled()
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. = ..()
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qdel(src) //Our job here is done
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//Applies fire act to the turf
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/obj/effect/landmark/scorcher
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@@ -26,7 +30,12 @@
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var/temp = T0C + 3000
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/obj/effect/landmark/scorcher/Initialize()
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..()
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return INITIALIZE_HINT_LATELOAD //This assures that everything under the marker has loaded before burning it
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/obj/effect/landmark/scorcher/LateInitialize()
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var/turf/simulated/T = get_turf(src)
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if(istype(T))
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T.fire_act(temp)
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. = ..()
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qdel(src) //Our job here is done
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