Files
Bubberstation/code/game/objects/effects/landmarks.dm
Cyberboss 9e1ef0ffe2 Global variable wrappers (#25325)
* 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
2017-04-06 23:26:13 -06:00

334 lines
7.0 KiB
Plaintext

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