mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-06-06 22:59:15 +01:00
901bbf7699
What does the PR do This reworks how our rendering is handled, specifically moves away from plane masters as the end solution: Instead we replace plane masters rendering directly to client with planes that render multiple planes onto them as objects in order to be able to affect multiple planes while treating them as a single object. This is done by relaying the plane using a "render relay" onto a "render plate" which acts as a plane master of plane masters of sorts, and since planes are rendered onto it as single objects any filters we apply to them will render over the planes, treating them as a single unit image Also cleaned up unused plane masters and render targets to reduce clutter, as well as removing a useless filter that was resulting from confusion due to said clutter. Clientside performance testing showed no significant change, no effect on serverside performance as this is clientside. Also added the blackness plane master so it can be relayed, side effect is that it can now be used to adjust how blackness is rendered P2 should introduce rendering one plane to multiple render_plates, but i want to get this done before I finish that, though testing shows its feasible Why It's Good For The Game Allows more advanced effects. As an example i made a grav anomaly effect in like 30 seconds for this video i will improve it once im awake properly: https://streamable.com/lu98dz Documentation images should be merged here after this pr is done tgstation/documentation-assets#2 Changelog cl qol: grav anomalies now have a pretty effect refactor: Rendering has been refactored, remember to report bugs /cl
516 lines
13 KiB
Plaintext
516 lines
13 KiB
Plaintext
/obj/effect/landmark
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name = "landmark"
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icon = 'icons/effects/landmarks_static.dmi'
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icon_state = "x2"
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anchored = TRUE
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layer = TURF_LAYER
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invisibility = INVISIBILITY_ABSTRACT
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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/obj/effect/landmark/singularity_act()
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return
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/obj/effect/landmark/singularity_pull()
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return
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INITIALIZE_IMMEDIATE(/obj/effect/landmark)
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/obj/effect/landmark/Initialize(mapload)
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. = ..()
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GLOB.landmarks_list += src
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/obj/effect/landmark/Destroy()
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GLOB.landmarks_list -= src
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return ..()
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/obj/effect/landmark/start
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name = "start"
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icon = 'icons/mob/landmarks.dmi'
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icon_state = "x"
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anchored = TRUE
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layer = MOB_LAYER
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var/jobspawn_override = FALSE
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var/delete_after_roundstart = TRUE
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var/used = FALSE
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/obj/effect/landmark/start/proc/after_round_start()
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if(delete_after_roundstart)
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qdel(src)
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/obj/effect/landmark/start/Initialize(mapload)
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. = ..()
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GLOB.start_landmarks_list += src
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if(jobspawn_override)
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LAZYADDASSOCLIST(GLOB.jobspawn_overrides, name, src)
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if(name != "start")
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tag = "start*[name]"
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/obj/effect/landmark/start/Destroy()
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GLOB.start_landmarks_list -= src
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if(jobspawn_override)
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LAZYREMOVEASSOC(GLOB.jobspawn_overrides, name, src)
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return ..()
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// START LANDMARKS FOLLOW. Don't change the names unless
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// you are refactoring shitty landmark code.
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/obj/effect/landmark/start/assistant
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name = "Assistant"
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icon_state = "Assistant" //icon_state is case sensitive. why are all of these capitalized? because fuck you that's why
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/obj/effect/landmark/start/assistant/override
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jobspawn_override = TRUE
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delete_after_roundstart = FALSE
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/obj/effect/landmark/start/prisoner
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name = "Prisoner"
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icon_state = "Prisoner"
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/obj/effect/landmark/start/janitor
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name = "Janitor"
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icon_state = "Janitor"
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/obj/effect/landmark/start/cargo_technician
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name = "Cargo Technician"
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icon_state = "Cargo Technician"
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/obj/effect/landmark/start/bartender
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name = "Bartender"
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icon_state = "Bartender"
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/obj/effect/landmark/start/clown
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name = "Clown"
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icon_state = "Clown"
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/obj/effect/landmark/start/mime
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name = "Mime"
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icon_state = "Mime"
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/obj/effect/landmark/start/quartermaster
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name = "Quartermaster"
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icon_state = "Quartermaster"
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/obj/effect/landmark/start/atmospheric_technician
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name = "Atmospheric Technician"
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icon_state = "Atmospheric Technician"
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/obj/effect/landmark/start/cook
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name = "Cook"
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icon_state = "Cook"
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/obj/effect/landmark/start/shaft_miner
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name = "Shaft Miner"
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icon_state = "Shaft Miner"
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/obj/effect/landmark/start/security_officer
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name = "Security Officer"
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icon_state = "Security Officer"
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/obj/effect/landmark/start/botanist
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name = "Botanist"
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icon_state = "Botanist"
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/obj/effect/landmark/start/head_of_security
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name = "Head of Security"
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icon_state = "Head of Security"
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/obj/effect/landmark/start/captain
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name = "Captain"
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icon_state = "Captain"
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/obj/effect/landmark/start/detective
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name = "Detective"
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icon_state = "Detective"
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/obj/effect/landmark/start/warden
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name = "Warden"
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icon_state = "Warden"
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/obj/effect/landmark/start/chief_engineer
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name = "Chief Engineer"
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icon_state = "Chief Engineer"
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/obj/effect/landmark/start/head_of_personnel
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name = "Head of Personnel"
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icon_state = "Head of Personnel"
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/obj/effect/landmark/start/librarian
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name = "Curator"
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icon_state = "Curator"
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/obj/effect/landmark/start/lawyer
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name = "Lawyer"
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icon_state = "Lawyer"
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/obj/effect/landmark/start/station_engineer
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name = "Station Engineer"
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icon_state = "Station Engineer"
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/obj/effect/landmark/start/medical_doctor
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name = "Medical Doctor"
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icon_state = "Medical Doctor"
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/obj/effect/landmark/start/paramedic
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name = "Paramedic"
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icon_state = "Paramedic"
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/obj/effect/landmark/start/scientist
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name = "Scientist"
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icon_state = "Scientist"
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/obj/effect/landmark/start/chemist
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name = "Chemist"
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icon_state = "Chemist"
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/obj/effect/landmark/start/roboticist
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name = "Roboticist"
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icon_state = "Roboticist"
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/obj/effect/landmark/start/research_director
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name = "Research Director"
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icon_state = "Research Director"
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/obj/effect/landmark/start/geneticist
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name = "Geneticist"
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icon_state = "Geneticist"
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/obj/effect/landmark/start/chief_medical_officer
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name = "Chief Medical Officer"
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icon_state = "Chief Medical Officer"
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/obj/effect/landmark/start/virologist
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name = "Virologist"
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icon_state = "Virologist"
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/obj/effect/landmark/start/psychologist
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name = "Psychologist"
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icon_state = "Psychologist"
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/obj/effect/landmark/start/chaplain
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name = "Chaplain"
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icon_state = "Chaplain"
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/obj/effect/landmark/start/cyborg
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name = "Cyborg"
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icon_state = "Cyborg"
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/obj/effect/landmark/start/ai
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name = "AI"
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icon_state = "AI"
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delete_after_roundstart = FALSE
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var/primary_ai = TRUE
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var/latejoin_active = TRUE
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/obj/effect/landmark/start/ai/after_round_start()
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if(latejoin_active && !used)
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new /obj/structure/ai_core/latejoin_inactive(loc)
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return ..()
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/obj/effect/landmark/start/ai/secondary
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icon = 'icons/effects/landmarks_static.dmi'
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icon_state = "ai_spawn"
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primary_ai = FALSE
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latejoin_active = FALSE
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//Department Security spawns
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/obj/effect/landmark/start/depsec
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name = "department_sec"
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icon_state = "Security Officer"
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/// What department this spawner is for
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var/department
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/obj/effect/landmark/start/depsec/Initialize(mapload)
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. = ..()
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LAZYADDASSOCLIST(GLOB.department_security_spawns, department, src)
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/obj/effect/landmark/start/depsec/Destroy()
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LAZYREMOVEASSOC(GLOB.department_security_spawns, department, src)
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return ..()
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/obj/effect/landmark/start/depsec/supply
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name = "supply_sec"
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department = SEC_DEPT_SUPPLY
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/obj/effect/landmark/start/depsec/medical
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name = "medical_sec"
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department = SEC_DEPT_MEDICAL
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/obj/effect/landmark/start/depsec/engineering
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name = "engineering_sec"
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department = SEC_DEPT_ENGINEERING
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/obj/effect/landmark/start/depsec/science
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name = "science_sec"
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department = SEC_DEPT_SCIENCE
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//Antagonist spawns
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/obj/effect/landmark/start/wizard
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name = "wizard"
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icon = 'icons/effects/landmarks_static.dmi'
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icon_state = "wiznerd_spawn"
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/obj/effect/landmark/start/wizard/Initialize(mapload)
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..()
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GLOB.wizardstart += loc
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return INITIALIZE_HINT_QDEL
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/obj/effect/landmark/start/nukeop
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name = "nukeop"
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icon = 'icons/effects/landmarks_static.dmi'
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icon_state = "snukeop_spawn"
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/obj/effect/landmark/start/nukeop/Initialize(mapload)
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..()
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GLOB.nukeop_start += loc
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return INITIALIZE_HINT_QDEL
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/obj/effect/landmark/start/nukeop_leader
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name = "nukeop leader"
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icon = 'icons/effects/landmarks_static.dmi'
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icon_state = "snukeop_leader_spawn"
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/obj/effect/landmark/start/nukeop_leader/Initialize(mapload)
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..()
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GLOB.nukeop_leader_start += loc
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return INITIALIZE_HINT_QDEL
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// Must be immediate because players will
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// join before SSatom initializes everything.
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INITIALIZE_IMMEDIATE(/obj/effect/landmark/start/new_player)
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/obj/effect/landmark/start/new_player
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name = "New Player"
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/obj/effect/landmark/start/new_player/Initialize(mapload)
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..()
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GLOB.newplayer_start += loc
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return INITIALIZE_HINT_QDEL
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/obj/effect/landmark/latejoin
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name = "JoinLate"
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/obj/effect/landmark/latejoin/Initialize(mapload)
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..()
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SSjob.latejoin_trackers += loc
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return INITIALIZE_HINT_QDEL
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//space carps, magicarps, lone ops, slaughter demons, possibly revenants spawn here
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/obj/effect/landmark/carpspawn
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name = "carpspawn"
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icon_state = "carp_spawn"
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//observer start
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/obj/effect/landmark/observer_start
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name = "Observer-Start"
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icon_state = "observer_start"
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//xenos, morphs and nightmares spawn here
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/obj/effect/landmark/xeno_spawn
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name = "xeno_spawn"
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icon_state = "xeno_spawn"
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/obj/effect/landmark/xeno_spawn/Initialize(mapload)
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..()
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GLOB.xeno_spawn += loc
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return INITIALIZE_HINT_QDEL
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//objects with the stationloving component (nuke disk) respawn here.
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//also blobs that have their spawn forcemoved (running out of time when picking their spawn spot) and santa
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/obj/effect/landmark/blobstart
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name = "blobstart"
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icon_state = "blob_start"
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/obj/effect/landmark/blobstart/Initialize(mapload)
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..()
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GLOB.blobstart += loc
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return INITIALIZE_HINT_QDEL
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//spawns sec equipment lockers depending on the number of sec officers
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/obj/effect/landmark/secequipment
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name = "secequipment"
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icon_state = "secequipment"
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/obj/effect/landmark/secequipment/Initialize(mapload)
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..()
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GLOB.secequipment += loc
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return INITIALIZE_HINT_QDEL
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//players that get put in admin jail show up here
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/obj/effect/landmark/prisonwarp
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name = "prisonwarp"
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icon_state = "prisonwarp"
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/obj/effect/landmark/prisonwarp/Initialize(mapload)
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..()
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GLOB.prisonwarp += loc
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return INITIALIZE_HINT_QDEL
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/obj/effect/landmark/ert_spawn
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name = "Emergencyresponseteam"
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icon_state = "ert_spawn"
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/obj/effect/landmark/ert_spawn/Initialize(mapload)
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..()
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GLOB.emergencyresponseteamspawn += loc
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return INITIALIZE_HINT_QDEL
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//ninja energy nets teleport victims here
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/obj/effect/landmark/holding_facility
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name = "Holding Facility"
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icon_state = "holding_facility"
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/obj/effect/landmark/holding_facility/Initialize(mapload)
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..()
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GLOB.holdingfacility += loc
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return INITIALIZE_HINT_QDEL
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/obj/effect/landmark/thunderdome/observe
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name = "tdomeobserve"
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icon_state = "tdome_observer"
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/obj/effect/landmark/thunderdome/observe/Initialize(mapload)
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..()
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GLOB.tdomeobserve += loc
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return INITIALIZE_HINT_QDEL
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/obj/effect/landmark/thunderdome/one
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name = "tdome1"
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icon_state = "tdome_t1"
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/obj/effect/landmark/thunderdome/one/Initialize(mapload)
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..()
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GLOB.tdome1 += loc
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return INITIALIZE_HINT_QDEL
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/obj/effect/landmark/thunderdome/two
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name = "tdome2"
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icon_state = "tdome_t2"
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/obj/effect/landmark/thunderdome/two/Initialize(mapload)
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..()
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GLOB.tdome2 += loc
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return INITIALIZE_HINT_QDEL
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/obj/effect/landmark/thunderdome/admin
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name = "tdomeadmin"
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icon_state = "tdome_admin"
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/obj/effect/landmark/thunderdome/admin/Initialize(mapload)
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..()
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GLOB.tdomeadmin += loc
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return INITIALIZE_HINT_QDEL
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//generic event spawns
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/obj/effect/landmark/event_spawn
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name = "generic event spawn"
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icon_state = "generic_event"
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layer = OBJ_LAYER
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/obj/effect/landmark/event_spawn/Initialize(mapload)
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. = ..()
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GLOB.generic_event_spawns += src
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/obj/effect/landmark/event_spawn/Destroy()
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GLOB.generic_event_spawns -= src
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return ..()
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/obj/effect/landmark/ruin
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var/datum/map_template/ruin/ruin_template
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/obj/effect/landmark/ruin/Initialize(mapload, my_ruin_template)
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. = ..()
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name = "ruin_[GLOB.ruin_landmarks.len + 1]"
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ruin_template = my_ruin_template
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GLOB.ruin_landmarks |= src
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/obj/effect/landmark/ruin/Destroy()
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GLOB.ruin_landmarks -= src
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ruin_template = null
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. = ..()
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// handled in portals.dm, id connected to one-way portal
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/obj/effect/landmark/portal_exit
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name = "portal exit"
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icon_state = "portal_exit"
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var/id
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/// Marks the bottom left of the testing zone.
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/// In landmarks.dm and not unit_test.dm so it is always active in the mapping tools.
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/obj/effect/landmark/unit_test_bottom_left
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name = "unit test zone bottom left"
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/// Marks the top right of the testing zone.
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/// In landmarks.dm and not unit_test.dm so it is always active in the mapping tools.
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/obj/effect/landmark/unit_test_top_right
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name = "unit test zone top right"
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/obj/effect/landmark/start/hangover
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name = "hangover spawn"
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icon_state = "hangover_spawn"
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/// A list of everything this hangover spawn created
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var/list/debris = list()
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/obj/effect/landmark/start/hangover/Initialize(mapload)
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. = ..()
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return INITIALIZE_HINT_LATELOAD
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/obj/effect/landmark/start/hangover/Destroy()
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debris = null
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return ..()
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/obj/effect/landmark/start/hangover/LateInitialize()
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. = ..()
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if(!HAS_TRAIT(SSstation, STATION_TRAIT_HANGOVER))
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return
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if(prob(60))
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debris += new /obj/effect/decal/cleanable/vomit(get_turf(src))
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if(prob(70))
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var/bottle_count = rand(1, 3)
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for(var/index in 1 to bottle_count)
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var/turf/turf_to_spawn_on = get_step(src, pick(GLOB.alldirs))
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if(!isopenturf(turf_to_spawn_on))
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continue
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var/dense_object = FALSE
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for(var/atom/content in turf_to_spawn_on.contents)
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if(content.density)
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dense_object = TRUE
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break
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if(dense_object)
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continue
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debris += new /obj/item/reagent_containers/food/drinks/bottle/beer/almost_empty(turf_to_spawn_on)
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///Spawns the mob with some drugginess/drunkeness, and some disgust.
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/obj/effect/landmark/start/hangover/proc/make_hungover(mob/hangover_mob)
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if(!iscarbon(hangover_mob))
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return
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var/mob/living/carbon/spawned_carbon = hangover_mob
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spawned_carbon.set_resting(TRUE, silent = TRUE)
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if(prob(50))
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spawned_carbon.adjust_drugginess(rand(15, 20))
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else
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spawned_carbon.drunkenness += rand(15, 25)
|
|
spawned_carbon.adjust_disgust(rand(5, 55)) //How hungover are you?
|
|
if(spawned_carbon.head)
|
|
return
|
|
|
|
/obj/effect/landmark/start/hangover/JoinPlayerHere(mob/joining_mob, buckle)
|
|
. = ..()
|
|
make_hungover(joining_mob)
|
|
|
|
/obj/effect/landmark/start/hangover/closet
|
|
name = "hangover spawn closet"
|
|
icon_state = "hangover_spawn_closet"
|
|
|
|
/obj/effect/landmark/start/hangover/closet/JoinPlayerHere(mob/joining_mob, buckle)
|
|
make_hungover(joining_mob)
|
|
for(var/obj/structure/closet/closet in contents)
|
|
if(closet.opened)
|
|
continue
|
|
joining_mob.forceMove(closet)
|
|
return
|
|
return ..() //Call parent as fallback
|