/obj/effect/landmark name = "landmark" icon = 'icons/mob/screen_gen.dmi' icon_state = "x2" anchored = TRUE invisibility = INVISIBILITY_ABSTRACT /obj/effect/landmark/New() ..() tag = text("landmark*[]", name) GLOB.landmarks_list += src /obj/effect/landmark/Destroy() GLOB.landmarks_list -= src return ..() /obj/effect/landmark/start name = "start" icon = 'icons/mob/screen_gen.dmi' icon_state = "x" anchored = TRUE /obj/effect/landmark/start/New() GLOB.start_landmarks_list += src ..() if(name != "start") tag = "start*[name]" /obj/effect/landmark/start/Destroy() GLOB.start_landmarks_list -= src return ..() // START LANDMARKS FOLLOW. Don't change the names unless // you are refactoring shitty landmark code. /obj/effect/landmark/start/assistant name = "Assistant" /obj/effect/landmark/start/janitor name = "Janitor" /obj/effect/landmark/start/cargo_technician name = "Cargo Technician" /obj/effect/landmark/start/bartender name = "Bartender" /obj/effect/landmark/start/clown name = "Clown" /obj/effect/landmark/start/mime name = "Mime" /obj/effect/landmark/start/quartermaster name = "Quartermaster" /obj/effect/landmark/start/atmospheric_technician name = "Atmospheric Technician" /obj/effect/landmark/start/cook name = "Cook" /obj/effect/landmark/start/shaft_miner name = "Shaft Miner" /obj/effect/landmark/start/security_officer name = "Security Officer" /obj/effect/landmark/start/botanist name = "Botanist" /obj/effect/landmark/start/head_of_security name = "Head of Security" /obj/effect/landmark/start/ai name = "AI" /obj/effect/landmark/start/captain name = "Captain" /obj/effect/landmark/start/detective name = "Detective" /obj/effect/landmark/start/warden name = "Warden" /obj/effect/landmark/start/chief_engineer name = "Chief Engineer" /obj/effect/landmark/start/cyborg name = "Cyborg" /obj/effect/landmark/start/head_of_personnel name = "Head of Personnel" /obj/effect/landmark/start/librarian name = "Curator" /obj/effect/landmark/start/lawyer name = "Lawyer" /obj/effect/landmark/start/station_engineer name = "Station Engineer" /obj/effect/landmark/start/medical_doctor name = "Medical Doctor" /obj/effect/landmark/start/scientist name = "Scientist" /obj/effect/landmark/start/chemist name = "Chemist" /obj/effect/landmark/start/roboticist name = "Roboticist" /obj/effect/landmark/start/research_director name = "Research Director" /obj/effect/landmark/start/geneticist name = "Geneticist" /obj/effect/landmark/start/chief_medical_officer name = "Chief Medical Officer" /obj/effect/landmark/start/virologist name = "Virologist" /obj/effect/landmark/start/chaplain name = "Chaplain" //Department Security spawns /obj/effect/landmark/start/depsec name = "department_sec" /obj/effect/landmark/start/depsec/New() ..() GLOB.department_security_spawns += src /obj/effect/landmark/start/depsec/Destroy() GLOB.department_security_spawns -= src return ..() /obj/effect/landmark/start/depsec/supply name = "supply_sec" /obj/effect/landmark/start/depsec/medical name = "medical_sec" /obj/effect/landmark/start/depsec/engineering name = "engineering_sec" /obj/effect/landmark/start/depsec/science name = "science_sec" /obj/effect/landmark/start/wizard name = "wizard" /obj/effect/landmark/start/wizard/Initialize(mapload) ..() GLOB.wizardstart += loc qdel(src) /obj/effect/landmark/start/new_player name = "New Player" // Must be on New() rather than Initialize, because players will // join before SSatom initializes everything. /obj/effect/landmark/start/new_player/New(loc) ..() GLOB.newplayer_start += loc /obj/effect/landmark/start/new_player/Initialize(mapload) ..() qdel(src) /obj/effect/landmark/latejoin name = "JoinLate" /obj/effect/landmark/latejoin/Initialize(mapload) ..() SSjob.latejoin_trackers += loc qdel(src) // carp. /obj/effect/landmark/carpspawn name = "carpspawn" // lightsout. /obj/effect/landmark/lightsout name = "lightsout" // observer-start. /obj/effect/landmark/observer_start name = "Observer-Start" // revenant spawn. /obj/effect/landmark/revenantspawn name = "revnantspawn" // triple ais. /obj/effect/landmark/tripai name = "tripai" // marauder entry (XXX WTF IS MAURADER ENTRY???) /obj/effect/landmark/marauder_entry name = "Marauder Entry" // syndicate breach area (XXX I DON'T KNOW WHAT THIS IS EITHER) /obj/effect/landmark/syndicate_breach_area name = "Syndicate Breach Area" // teleport scroll landmark, XXX DOES THIS DO ANYTHING? /obj/effect/landmark/teleport_scroll name = "Teleport-Scroll" /obj/effect/landmark/syndicate_spawn name = "Syndicate-Spawn" // xenos. /obj/effect/landmark/xeno_spawn name = "xeno_spawn" /obj/effect/landmark/xeno_spawn/Initialize(mapload) ..() GLOB.xeno_spawn += loc qdel(src) // blobs. /obj/effect/landmark/blobstart name = "blobstart" /obj/effect/landmark/blobstart/Initialize(mapload) ..() GLOB.blobstart += loc qdel(src) /obj/effect/landmark/secequipment name = "secequipment" /obj/effect/landmark/secequipment/Initialize(mapload) ..() GLOB.secequipment += loc qdel(src) /obj/effect/landmark/prisonwarp name = "prisonwarp" /obj/effect/landmark/prisonwarp/Initialize(mapload) ..() GLOB.prisonwarp += loc qdel(src) /obj/effect/landmark/ert_spawn name = "Emergencyresponseteam" /obj/effect/landmark/ert_spawn/Initialize(mapload) ..() GLOB.emergencyresponseteamspawn += loc qdel(src) /obj/effect/landmark/holding_facility name = "Holding Facility" /obj/effect/landmark/holding_facility/Initialize(mapload) ..() GLOB.holdingfacility += loc qdel(src) /obj/effect/landmark/thunderdome/observe name = "tdomeobserve" /obj/effect/landmark/thunderdome/observe/Initialize(mapload) ..() GLOB.tdomeobserve += loc qdel(src) /obj/effect/landmark/thunderdome/one name = "tdome1" /obj/effect/landmark/thunderdome/one/Initialize(mapload) ..() GLOB.tdome1 += loc qdel(src) /obj/effect/landmark/thunderdome/two name = "tdome2" /obj/effect/landmark/thunderdome/two/Initialize(mapload) ..() GLOB.tdome2 += loc qdel(src) /obj/effect/landmark/thunderdome/admin name = "tdomeadmin" /obj/effect/landmark/thunderdome/admin/Initialize(mapload) ..() GLOB.tdomeadmin += loc qdel(src) //generic event spawns /obj/effect/landmark/event_spawn name = "generic event spawn" icon_state = "x4" /obj/effect/landmark/event_spawn/New() ..() GLOB.generic_event_spawns += src /obj/effect/landmark/event_spawn/Destroy() GLOB.generic_event_spawns -= src return ..() /obj/effect/landmark/ruin var/datum/map_template/ruin/ruin_template /obj/effect/landmark/ruin/New(loc, my_ruin_template) name = "ruin_[GLOB.ruin_landmarks.len + 1]" ..(loc) ruin_template = my_ruin_template GLOB.ruin_landmarks |= src /obj/effect/landmark/ruin/Destroy() GLOB.ruin_landmarks -= src ruin_template = null . = ..()