proc/createRandomZlevel() if(awaydestinations.len) //crude, but it saves another var! return var/list/potentialRandomZlevels = list() admin_notice("\red \b Searching for away missions...", R_DEBUG) var/list/Lines = file2list("maps/RandomZLevels/fileList.txt") if(!Lines.len) return for (var/t in Lines) if (!t) continue t = trim(t) if (length(t) == 0) continue else if (copytext(t, 1, 2) == "#") continue var/pos = findtext(t, " ") var/name = null // var/value = null if (pos) // No, don't do lowertext here, that breaks paths on linux name = copytext(t, 1, pos) // value = copytext(t, pos + 1) else // No, don't do lowertext here, that breaks paths on linux name = t if (!name) continue potentialRandomZlevels.Add(name) if(potentialRandomZlevels.len) admin_notice("\red \b Loading away mission...", R_DEBUG) var/map = pick(potentialRandomZlevels) var/file = file(map) if(isfile(file)) maploader.load_map(file) world.log << "away mission loaded: [map]" for(var/obj/effect/landmark/L in landmarks_list) if (L.name != "awaystart") continue awaydestinations.Add(L) admin_notice("\red \b Away mission loaded.", R_DEBUG) else admin_notice("\red \b No away missions found.", R_DEBUG) return