mirror of
https://github.com/Bubberstation/Bubberstation.git
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* Add the system for managed global variables * Travis ban old globals * So you CAN inline proccall, that's neat * Fix that * master.dm * Remove the hack procs * Move InitGlobals to the proper spot * configuration.dm * Fix the missing pre-slash * clockcult.dm * This is probably for the best * Doy * Fix shit * Rest of the DEFINES tree * Fix * Use global. for access * Update find_references_in_globals Always hated that proc Whoever made it must've bee a r e a l idiot... * __HELPERS tree * Move global initialization to master. Fix the declaration * database.dm * Dat newline * I said DECLARATIVE order! * Here's something you can chew on @Iamgoofball * game_modes.dm * Fix this * genetics.dm * flavor_misc.dm * More stuff * Do it mso's way. Keep the controllers as global * Make master actually see it * Fix * Finish _globalvars/lists * Finish the rest of the _globalvars tree * This is weird * Migrate the controllers * SLOTH -> GLOB * Lighting globals * round_start_time -> ticker * PAI card list -> pai SS * record_id_num -> static * Diseases list -> SSdisease * More disease globals to the SS * More disease stuff * Emote list * Better and better * Bluh * So much stuff * Ahh * Wires * dview * station_areas * Teleportlocs * blood_splatter_icons * Stuff and such * More stuff * RAD IO * More stuff and such * Blob shit * Changeling stuff * Add "Balance" to changelogs * Balance for changelog compiler + Auto Tagging * Update the PR template * hivemind_bank * Bip * sacrificed * Good shit * Better define * More cult shit * Devil shit * Gang shit * > borers Fix shit * Rename the define * Nuke * Objectives * Sandbox * Multiverse sword * Announce systems * Stuff and such * TC con * Airlock * doppllllerrrrrr * holopads * Shut up byond you inconsistent fuck * Sneaky fuck * Burp * Bip * Fixnshit * Port without regard * askdlfjs; * asdfjasoidojfi * Protected globals and more * SO MANY * ajsimkvahsaoisd * akfdsiaopwimfeoiwafaw * gsdfigjosidjfgiosdg * AHHHHHHHHHHHHHHHHHHHHHHH!!!!! * facerolll * ASDFASDFASDF * Removes the unused parts of dmm_suite * WIP * Fix quote * asdfjauwfnkjs * afwlunhskjfda * asfjlaiwuefhaf * SO CLOSE * wwwweeeeeewwwww * agdgmoewranwg * HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!? * Fix syntax errors * 100 errors * Another 100 * So many... * Ugh * More shit * kilme * Stuuuuuufffff * ajrgmrlshio;djfa;sdkl * jkbhkhjbmjvjmh * soi soi soi * butt * TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING * lllllllllllllllllllllllllllllllllllllllllll * afsdijfiawhnflnjhnwsdfs * yugykihlugk,kj * time to go * STUFFF!!! * AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!! * ngoaijdjlfkamsdlkf * Break time * aufjsdklfalsjfi * CONTROL KAY AND PRAY * IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! * Goteem * Fix testing mode * This does not belong in this PR * Convert it to a controller * Eh, fuck this option * Revert controllerization Ill do it some other time * Fix * Working controllerization * FOR THE LOVE OF CHRIST PROTECT THE LOGS * Protect admins and deadmins * Use the inbuilt proc
334 lines
7.0 KiB
Plaintext
334 lines
7.0 KiB
Plaintext
/obj/effect/landmark
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name = "landmark"
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "x2"
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anchored = 1
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invisibility = INVISIBILITY_ABSTRACT
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/obj/effect/landmark/New()
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..()
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tag = text("landmark*[]", name)
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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/screen_gen.dmi'
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icon_state = "x"
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anchored = 1
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/obj/effect/landmark/start/New()
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GLOB.start_landmarks_list += src
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..()
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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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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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/obj/effect/landmark/start/janitor
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name = "Janitor"
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/obj/effect/landmark/start/cargo_technician
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name = "Cargo Technician"
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/obj/effect/landmark/start/bartender
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name = "Bartender"
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/obj/effect/landmark/start/clown
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name = "Clown"
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/obj/effect/landmark/start/mime
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name = "Mime"
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/obj/effect/landmark/start/quartermaster
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name = "Quartermaster"
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/obj/effect/landmark/start/atmospheric_technician
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name = "Atmospheric Technician"
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/obj/effect/landmark/start/cook
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name = "Cook"
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/obj/effect/landmark/start/shaft_miner
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name = "Shaft Miner"
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/obj/effect/landmark/start/security_officer
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name = "Security Officer"
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/obj/effect/landmark/start/botanist
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name = "Botanist"
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/obj/effect/landmark/start/head_of_security
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name = "Head of Security"
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/obj/effect/landmark/start/ai
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name = "AI"
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/obj/effect/landmark/start/captain
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name = "Captain"
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/obj/effect/landmark/start/detective
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name = "Detective"
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/obj/effect/landmark/start/warden
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name = "Warden"
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/obj/effect/landmark/start/chief_engineer
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name = "Chief Engineer"
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/obj/effect/landmark/start/cyborg
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name = "Cyborg"
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/obj/effect/landmark/start/head_of_personnel
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name = "Head of Personnel"
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/obj/effect/landmark/start/librarian
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name = "Librarian"
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/obj/effect/landmark/start/lawyer
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name = "Lawyer"
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/obj/effect/landmark/start/station_engineer
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name = "Station Engineer"
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/obj/effect/landmark/start/medical_doctor
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name = "Medical Doctor"
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/obj/effect/landmark/start/scientist
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name = "Scientist"
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/obj/effect/landmark/start/chemist
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name = "Chemist"
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/obj/effect/landmark/start/roboticist
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name = "Roboticist"
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/obj/effect/landmark/start/research_director
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name = "Research Director"
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/obj/effect/landmark/start/geneticist
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name = "Geneticist"
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/obj/effect/landmark/start/chief_medical_officer
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name = "Chief Medical Officer"
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/obj/effect/landmark/start/virologist
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name = "Virologist"
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/obj/effect/landmark/start/chaplain
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name = "Chaplain"
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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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/obj/effect/landmark/start/depsec/New()
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..()
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GLOB.department_security_spawns += src
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/obj/effect/landmark/start/depsec/Destroy()
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GLOB.department_security_spawns -= 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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/obj/effect/landmark/start/depsec/medical
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name = "medical_sec"
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/obj/effect/landmark/start/depsec/engineering
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name = "engineering_sec"
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/obj/effect/landmark/start/depsec/science
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name = "science_sec"
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/obj/effect/landmark/start/wizard
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name = "wizard"
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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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qdel(src)
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/obj/effect/landmark/start/new_player
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name = "New Player"
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// Must be on New() rather than Initialize, because players will
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// join before SSatom initializes everything.
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/obj/effect/landmark/start/new_player/New(loc)
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..()
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GLOB.newplayer_start += loc
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/obj/effect/landmark/start/new_player/Initialize(mapload)
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..()
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qdel(src)
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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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GLOB.latejoin += loc
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qdel(src)
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// carp.
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/obj/effect/landmark/carpspawn
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name = "carpspawn"
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// lightsout.
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/obj/effect/landmark/lightsout
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name = "lightsout"
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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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// revenant spawn.
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/obj/effect/landmark/revenantspawn
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name = "revnantspawn"
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// triple ais.
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/obj/effect/landmark/tripai
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name = "tripai"
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// marauder entry (XXX WTF IS MAURADER ENTRY???)
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/obj/effect/landmark/marauder_entry
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name = "Marauder Entry"
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// syndicate breach area (XXX I DON'T KNOW WHAT THIS IS EITHER)
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/obj/effect/landmark/syndicate_breach_area
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name = "Syndicate Breach Area"
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// teleport scroll landmark, XXX DOES THIS DO ANYTHING?
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/obj/effect/landmark/teleport_scroll
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name = "Teleport-Scroll"
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/obj/effect/landmark/syndicate_spawn
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name = "Syndicate-Spawn"
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// xenos.
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/obj/effect/landmark/xeno_spawn
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name = "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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qdel(src)
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// blobs.
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/obj/effect/landmark/blobstart
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name = "blobstart"
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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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qdel(src)
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/obj/effect/landmark/secequipment
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name = "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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qdel(src)
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/obj/effect/landmark/prisonwarp
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name = "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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qdel(src)
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/obj/effect/landmark/ert_spawn
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name = "Emergencyresponseteam"
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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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qdel(src)
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/obj/effect/landmark/holding_facility
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name = "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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qdel(src)
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/obj/effect/landmark/thunderdome/observe
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name = "tdomeobserve"
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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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qdel(src)
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/obj/effect/landmark/thunderdome/one
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name = "tdome1"
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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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qdel(src)
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/obj/effect/landmark/thunderdome/two
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name = "tdome2"
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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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qdel(src)
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/obj/effect/landmark/thunderdome/admin
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name = "tdomeadmin"
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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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qdel(src)
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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 = "x4"
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/obj/effect/landmark/event_spawn/New()
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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/New(loc, my_ruin_template)
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name = "ruin_[GLOB.ruin_landmarks.len + 1]"
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..(loc)
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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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