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## About The Pull Request Adds `MAP_TEST` compile flag. This compile flag blocks common things which make it difficult to test a map. Things this applies to: - Rats no longer spawn. - Rat spawning will (obviously) break up the powernet, which is INCREDIBLY annoying when trying to test if all the rooms of the station are wired correctly (or testing which rooms lose power first, etc) - Light tubes no longer break on initialize. - Random light breakages can easily cause mappers to accidentally over light a room. - Roundstart command report is not printed. - Might be a personal preference, but it's kinda annoying to hear the alert over and over again. - Random events do not trigger. - Some events such as gravity generator outage can trigger with 0 population. - Random camera breakage event can cause over-placement of cameras. - Other stuff tends to just get in the way. - Station traits do not trigger. - Probably the biggest annoyance. Many traits modify the map in some way which disrupts testing. - Roundstart landmarks don't self deletes. - Allows mappers to use sdql to find them. - Mapping verbs start enabled. Obviously more things can be added if they come up.
712 lines
18 KiB
Plaintext
712 lines
18 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 = OBJ_LAYER
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plane = GAME_PLANE
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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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// We'd like to keep these around for unit tests, so we can check that they exist.
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#if !defined(UNIT_TESTS) && !defined(MAP_TEST)
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if(delete_after_roundstart)
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qdel(src)
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#endif
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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 = JOB_ASSISTANT
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icon_state = JOB_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/bitrunner
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name = "Bitrunner"
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icon_state = "Bitrunner"
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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/coroner
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name = "Coroner"
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icon_state = "Coroner"
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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 = JOB_RESEARCH_DIRECTOR
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icon_state = JOB_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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//generic maintenance locations
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/obj/effect/landmark/generic_maintenance_landmark
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name = "generic_maintenance_spawn"
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icon_state = "xeno_spawn"
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/obj/effect/landmark/generic_maintenance_landmark/Initialize(mapload)
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..()
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GLOB.generic_maintenance_landmarks += 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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/obj/effect/landmark/ert_shuttle_spawn
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name = "ertshuttlespawn"
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icon_state = "ert_spawn"
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/obj/effect/landmark/ert_shuttle_brief_spawn
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name = "ertshuttlebriefspawn"
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icon_state = "ert_brief_spawn"
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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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/**
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* Generic event spawn points
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*
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* These are placed in locales where there are likely to be players, and places which are identifiable at a glance -
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* Such as public hallways, department rooms, head of staff offices, and non-generic maintenance locations
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*
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* Used in events to cause effects in locations where it is likely to effect players
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*/
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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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/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 as part of the hangover station trait
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var/list/hangover_debris = list()
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/// A list of everything this hangover spawn created as part of the birthday station trait
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var/list/party_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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hangover_debris = null
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party_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_BIRTHDAY))
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party_debris += new /obj/effect/decal/cleanable/confetti(get_turf(src)) //a birthday celebration can also be a hangover
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var/list/bonus_confetti = GLOB.alldirs
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for(var/confettis in bonus_confetti)
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var/party_turf_to_spawn_on = get_step(src, confettis)
|
|
if(!isopenturf(party_turf_to_spawn_on))
|
|
continue
|
|
var/dense_object = FALSE
|
|
for(var/atom/content in party_turf_to_spawn_on)
|
|
if(content.density)
|
|
dense_object = TRUE
|
|
break
|
|
if(dense_object)
|
|
continue
|
|
if(prob(50))
|
|
party_debris += new /obj/effect/decal/cleanable/confetti(party_turf_to_spawn_on)
|
|
if(prob(10))
|
|
party_debris += new /obj/item/toy/balloon(party_turf_to_spawn_on)
|
|
if(!HAS_TRAIT(SSstation, STATION_TRAIT_HANGOVER))
|
|
return
|
|
if(prob(60))
|
|
hangover_debris += new /obj/effect/decal/cleanable/vomit(get_turf(src))
|
|
if(prob(70))
|
|
var/bottle_count = rand(1, 3)
|
|
for(var/index in 1 to bottle_count)
|
|
var/turf/turf_to_spawn_on = get_step(src, pick(GLOB.alldirs))
|
|
if(!isopenturf(turf_to_spawn_on))
|
|
continue
|
|
var/dense_object = FALSE
|
|
for(var/atom/content in turf_to_spawn_on.contents)
|
|
if(content.density)
|
|
dense_object = TRUE
|
|
break
|
|
if(dense_object)
|
|
continue
|
|
hangover_debris += new /obj/item/reagent_containers/cup/glass/bottle/beer/almost_empty(turf_to_spawn_on)
|
|
|
|
///Spawns the mob with some drugginess/drunkeness, and some disgust.
|
|
/obj/effect/landmark/start/hangover/proc/make_hungover(mob/hangover_mob)
|
|
if(!iscarbon(hangover_mob))
|
|
return
|
|
var/mob/living/carbon/spawned_carbon = hangover_mob
|
|
spawned_carbon.set_resting(TRUE, silent = TRUE)
|
|
if(prob(50))
|
|
spawned_carbon.adjust_drugginess(rand(30 SECONDS, 40 SECONDS))
|
|
else
|
|
spawned_carbon.adjust_drunk_effect(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)
|
|
for(var/obj/structure/closet/closet in get_turf(src))
|
|
if(closet.opened)
|
|
continue
|
|
joining_mob.forceMove(closet)
|
|
make_hungover(joining_mob)
|
|
return
|
|
|
|
return ..() //Call parent as fallback
|
|
|
|
//Landmark that creates destinations for the navigate verb to path to
|
|
/obj/effect/landmark/navigate_destination
|
|
name = "navigate verb destination"
|
|
icon_state = "navigate"
|
|
var/location
|
|
|
|
/obj/effect/landmark/navigate_destination/Initialize(mapload)
|
|
. = ..()
|
|
return INITIALIZE_HINT_LATELOAD
|
|
|
|
/obj/effect/landmark/navigate_destination/LateInitialize()
|
|
. = ..()
|
|
if(!location)
|
|
var/obj/machinery/door/airlock/A = locate(/obj/machinery/door/airlock) in loc
|
|
location = A ? format_text(A.name) : get_area_name(src, format_text = TRUE)
|
|
|
|
GLOB.navigate_destinations[loc] = location
|
|
|
|
qdel(src)
|
|
|
|
//Command
|
|
/obj/effect/landmark/navigate_destination/bridge
|
|
location = "Bridge"
|
|
|
|
/obj/effect/landmark/navigate_destination/hop
|
|
location = "Head of Personnel's Office"
|
|
|
|
/obj/effect/landmark/navigate_destination/vault
|
|
location = "Vault"
|
|
|
|
/obj/effect/landmark/navigate_destination/teleporter
|
|
location = "Teleporter"
|
|
|
|
/obj/effect/landmark/navigate_destination/gateway
|
|
location = "Gateway"
|
|
|
|
/obj/effect/landmark/navigate_destination/eva
|
|
location = "EVA Storage"
|
|
|
|
/obj/effect/landmark/navigate_destination/aiupload
|
|
location = "AI Upload"
|
|
|
|
/obj/effect/landmark/navigate_destination/minisat_access_ai
|
|
location = "AI MiniSat Access"
|
|
|
|
/obj/effect/landmark/navigate_destination/minisat_access_tcomms
|
|
location = "Telecomms MiniSat Access"
|
|
|
|
/obj/effect/landmark/navigate_destination/minisat_access_tcomms_ai
|
|
location = "AI and Telecomms MiniSat Access"
|
|
|
|
/obj/effect/landmark/navigate_destination/tcomms
|
|
location = "Telecommunications"
|
|
|
|
//Departments
|
|
/obj/effect/landmark/navigate_destination/sec
|
|
location = "Security"
|
|
|
|
/obj/effect/landmark/navigate_destination/det
|
|
location = "Detective's Office"
|
|
|
|
/obj/effect/landmark/navigate_destination/research
|
|
location = "Research"
|
|
|
|
/obj/effect/landmark/navigate_destination/engineering
|
|
location = "Engineering"
|
|
|
|
/obj/effect/landmark/navigate_destination/techstorage
|
|
location = "Technical Storage"
|
|
|
|
/obj/effect/landmark/navigate_destination/atmos
|
|
location = "Atmospherics"
|
|
|
|
/obj/effect/landmark/navigate_destination/med
|
|
location = "Medical"
|
|
|
|
/obj/effect/landmark/navigate_destination/chemfactory
|
|
location = "Chemistry Factory"
|
|
|
|
/obj/effect/landmark/navigate_destination/cargo
|
|
location = "Cargo"
|
|
|
|
//Common areas
|
|
/obj/effect/landmark/navigate_destination/bar
|
|
location = "Bar"
|
|
|
|
/obj/effect/landmark/navigate_destination/dorms
|
|
location = "Dormitories"
|
|
|
|
/obj/effect/landmark/navigate_destination/court
|
|
location = "Courtroom"
|
|
|
|
/obj/effect/landmark/navigate_destination/tools
|
|
location = "Tool Storage"
|
|
|
|
/obj/effect/landmark/navigate_destination/library
|
|
location = "Library"
|
|
|
|
/obj/effect/landmark/navigate_destination/chapel
|
|
location = "Chapel"
|
|
|
|
/obj/effect/landmark/navigate_destination/minisat_access_chapel_library
|
|
location = "Chapel and Library MiniSat Access"
|
|
|
|
//Service
|
|
/obj/effect/landmark/navigate_destination/kitchen
|
|
location = "Kitchen"
|
|
|
|
/obj/effect/landmark/navigate_destination/hydro
|
|
location = "Hydroponics"
|
|
|
|
/obj/effect/landmark/navigate_destination/janitor
|
|
location = "Janitor's Closet"
|
|
|
|
/obj/effect/landmark/navigate_destination/lawyer
|
|
location = "Lawyer's Office"
|
|
|
|
//Shuttle docks
|
|
/obj/effect/landmark/navigate_destination/dockarrival
|
|
location = "Arrival Shuttle Dock"
|
|
|
|
/obj/effect/landmark/navigate_destination/dockesc
|
|
location = "Escape Shuttle Dock"
|
|
|
|
/obj/effect/landmark/navigate_destination/dockescpod
|
|
location = "Escape Pod Dock"
|
|
|
|
/obj/effect/landmark/navigate_destination/dockescpod1
|
|
location = "Escape Pod 1 Dock"
|
|
|
|
/obj/effect/landmark/navigate_destination/dockescpod2
|
|
location = "Escape Pod 2 Dock"
|
|
|
|
/obj/effect/landmark/navigate_destination/dockescpod3
|
|
location = "Escape Pod 3 Dock"
|
|
|
|
/obj/effect/landmark/navigate_destination/dockescpod4
|
|
location = "Escape Pod 4 Dock"
|
|
|
|
/obj/effect/landmark/navigate_destination/dockaux
|
|
location = "Auxiliary Dock"
|
|
|
|
//Maint
|
|
/obj/effect/landmark/navigate_destination/incinerator
|
|
location = "Incinerator"
|
|
|
|
/obj/effect/landmark/navigate_destination/disposals
|
|
location = "Disposals"
|