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Aurora.3/code/modules/maps/helper_landmarks.dm
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FluffyandGitHub 5c295f5a10 Landmarks works (#19006)
Fixed some landmarks harddels.
Refactored various landmarks in their own subtype instead of using a
name-based switch system.
2024-04-28 17:04:40 +00:00

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/obj/effect/landmark/map_load_mark
name = "map loader landmark"
var/list/templates //list of template types to pick from
//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