//Clears walls /obj/effect/landmark/clear name = "clear turf" icon = 'icons/effects/landmarks.dmi' icon_state = "clear" /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 name = "fire" icon = 'icons/effects/landmarks.dmi' icon_state = "fire" 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