/obj/effect/landmark name = "landmark" icon = 'icons/mob/screen1.dmi' icon_state = "x2" anchored = TRUE unacidable = TRUE simulated = FALSE invisibility = INVISIBILITY_MAXIMUM var/delete_me = FALSE /obj/effect/landmark/Initialize(mapload) . = ..() tag = text("landmark*[]", name) invisibility = INVISIBILITY_ABSTRACT switch(name) //some of these are probably obsolete if("monkey") GLOB.monkeystart += loc delete_me = TRUE if("start") GLOB.newplayer_start += loc delete_me = TRUE if("JoinLate") // Bit difference, since we need the spawn point to move. GLOB.latejoin += src simulated = TRUE //delete_me = TRUE // see above, moving, always use this list with get_turf if("JoinLateGateway") GLOB.latejoin_gateway += loc GLOB.latejoin += loc //VOREStation Addition delete_me = TRUE if("JoinLateElevator") GLOB.latejoin_elevator += loc delete_me = TRUE if("JoinLateCryo") GLOB.latejoin_cryo += loc delete_me = TRUE if("JoinLateCyborg") GLOB.latejoin_cyborg += loc delete_me = TRUE if("prisonwarp") GLOB.prisonwarp += loc delete_me = TRUE if("Holding Facility") GLOB.holdingfacility += loc if("tdome1") GLOB.tdome1 += loc if("tdome2") GLOB.tdome2 += loc if("tdomeadmin") GLOB.tdomeadmin += loc if("tdomeobserve") GLOB.tdomeobserve += loc if("prisonsecuritywarp") GLOB.prisonsecuritywarp += loc delete_me = TRUE if("blobstart") GLOB.blobstart += loc delete_me = TRUE if("xeno_spawn") GLOB.xeno_spawn += loc delete_me = TRUE if("endgame_exit") GLOB.endgame_safespawns += loc delete_me = TRUE if("bluespacerift") GLOB.endgame_exits += loc delete_me = TRUE if("vinestart") GLOB.vinestart += loc delete_me = TRUE if(delete_me) return INITIALIZE_HINT_QDEL else GLOB.landmarks_list += src /obj/effect/landmark/Destroy(var/force = FALSE) if(delete_me || force) GLOB.landmarks_list -= src return ..() return QDEL_HINT_LETMELIVE /obj/effect/landmark/start name = "start" icon = 'icons/mob/screen1.dmi' icon_state = "x" anchored = TRUE /obj/effect/landmark/start/Initialize(mapload) . = ..() tag = "start*[name]" /obj/effect/landmark/forbidden_level delete_me = TRUE /obj/effect/landmark/forbidden_level/Initialize(mapload) . = ..() if(using_map) using_map.secret_levels |= z else log_mapping("[type] mapped in but no using_map") /obj/effect/landmark/hidden_level delete_me = TRUE /obj/effect/landmark/hidden_level/Initialize(mapload) . = ..() if(using_map) using_map.hidden_levels |= z else log_mapping("[type] mapped in but no using_map") /obj/effect/landmark/virtual_reality name = "virtual_reality" icon = 'icons/mob/screen1.dmi' icon_state = "x" anchored = TRUE /obj/effect/landmark/virtual_reality/Initialize(mapload) . = ..() tag = "virtual_reality*[name]" /obj/effect/landmark/costume delete_me = TRUE //Costume spawner landmarks /obj/effect/landmark/costume/Initialize(mapload) //costume spawner, selects a random subclass and disappears . = ..() if(type == /obj/effect/landmark/costume) var/list/options = subtypesof(/obj/effect/landmark/costume) var/PICK= options[rand(1,options.len)] new PICK(src.loc) //SUBCLASSES. Spawn a bunch of items and disappear likewise /obj/effect/landmark/costume/chicken/Initialize(mapload) . = ..() new /obj/item/clothing/suit/chickensuit(src.loc) new /obj/item/clothing/head/chicken(src.loc) new /obj/item/reagent_containers/food/snacks/egg(src.loc) /obj/effect/landmark/costume/gladiator/Initialize(mapload) . = ..() new /obj/item/clothing/under/gladiator(src.loc) new /obj/item/clothing/head/helmet/gladiator(src.loc) /obj/effect/landmark/costume/madscientist/Initialize(mapload) . = ..() new /obj/item/clothing/under/suit_jacket/green(src.loc) new /obj/item/clothing/head/flatcap(src.loc) new /obj/item/clothing/suit/storage/toggle/labcoat/mad(src.loc) new /obj/item/clothing/glasses/gglasses(src.loc) /obj/effect/landmark/costume/elpresidente/Initialize(mapload) . = ..() new /obj/item/clothing/under/suit_jacket/green(src.loc) new /obj/item/clothing/head/flatcap(src.loc) new /obj/item/clothing/mask/smokable/cigarette/cigar/havana(src.loc) new /obj/item/clothing/shoes/boots/jackboots(src.loc) /obj/effect/landmark/costume/nyangirl/Initialize(mapload) . = ..() new /obj/item/clothing/under/schoolgirl(src.loc) new /obj/item/clothing/head/kitty(src.loc) /obj/effect/landmark/costume/maid/Initialize(mapload) . = ..() new /obj/item/clothing/under/skirt(src.loc) var/CHOICE = pick( /obj/item/clothing/head/beret , /obj/item/clothing/head/rabbitears ) new CHOICE(src.loc) new /obj/item/clothing/glasses/sunglasses/blindfold(src.loc) /obj/effect/landmark/costume/butler/Initialize(mapload) . = ..() new /obj/item/clothing/accessory/wcoat(src.loc) new /obj/item/clothing/under/suit_jacket(src.loc) new /obj/item/clothing/head/that(src.loc) /obj/effect/landmark/costume/scratch/Initialize(mapload) . = ..() new /obj/item/clothing/gloves/white(src.loc) new /obj/item/clothing/shoes/white(src.loc) new /obj/item/clothing/under/scratch(src.loc) if (prob(30)) new /obj/item/clothing/head/cueball(src.loc) /obj/effect/landmark/costume/highlander/Initialize(mapload) . = ..() new /obj/item/clothing/under/kilt(src.loc) new /obj/item/clothing/head/beret(src.loc) /obj/effect/landmark/costume/prig/Initialize(mapload) . = ..() new /obj/item/clothing/accessory/wcoat(src.loc) new /obj/item/clothing/glasses/monocle(src.loc) var/CHOICE= pick( /obj/item/clothing/head/bowler, /obj/item/clothing/head/that) new CHOICE(src.loc) new /obj/item/clothing/shoes/black(src.loc) new /obj/item/cane(src.loc) new /obj/item/clothing/under/sl_suit(src.loc) new /obj/item/clothing/mask/fakemoustache(src.loc) /obj/effect/landmark/costume/plaguedoctor/Initialize(mapload) . = ..() new /obj/item/clothing/suit/bio_suit/plaguedoctorsuit(src.loc) new /obj/item/clothing/head/plaguedoctorhat(src.loc) /obj/effect/landmark/costume/nightowl/Initialize(mapload) . = ..() new /obj/item/clothing/under/owl(src.loc) new /obj/item/clothing/mask/gas/owl_mask(src.loc) /obj/effect/landmark/costume/waiter/Initialize(mapload) . = ..() new /obj/item/clothing/under/waiter(src.loc) var/CHOICE= pick( /obj/item/clothing/head/kitty, /obj/item/clothing/head/rabbitears) new CHOICE(src.loc) new /obj/item/clothing/suit/storage/apron(src.loc) /obj/effect/landmark/costume/pirate/Initialize(mapload) . = ..() new /obj/item/clothing/under/pirate(src.loc) new /obj/item/clothing/suit/pirate(src.loc) var/CHOICE = pick( /obj/item/clothing/head/pirate , /obj/item/clothing/head/bandana ) new CHOICE(src.loc) new /obj/item/clothing/glasses/eyepatch(src.loc) /obj/effect/landmark/costume/commie/Initialize(mapload) . = ..() new /obj/item/clothing/under/soviet(src.loc) new /obj/item/clothing/head/ushanka(src.loc) /obj/effect/landmark/costume/imperium_monk/Initialize(mapload) . = ..() new /obj/item/clothing/suit/imperium_monk(src.loc) if (prob(25)) new /obj/item/clothing/mask/gas/cyborg(src.loc) /obj/effect/landmark/costume/holiday_priest/Initialize(mapload) . = ..() new /obj/item/clothing/suit/holidaypriest(src.loc) /obj/effect/landmark/costume/marisawizard/fake/Initialize(mapload) . = ..() new /obj/item/clothing/head/wizard/marisa/fake(src.loc) new/obj/item/clothing/suit/wizrobe/marisa/fake(src.loc) /obj/effect/landmark/costume/cutewitch/Initialize(mapload) . = ..() new /obj/item/clothing/under/sundress(src.loc) new /obj/item/clothing/head/witchwig(src.loc) new /obj/item/staff/broom(src.loc) /obj/effect/landmark/costume/fakewizard/Initialize(mapload) . = ..() new /obj/item/clothing/suit/wizrobe/fake(src.loc) new /obj/item/clothing/head/wizard/fake(src.loc) new /obj/item/staff/(src.loc) /obj/effect/landmark/costume/sexyclown/Initialize(mapload) . = ..() new /obj/item/clothing/mask/gas/sexyclown(src.loc) new /obj/item/clothing/under/sexyclown(src.loc) /obj/effect/landmark/costume/sexymime/Initialize(mapload) . = ..() new /obj/item/clothing/mask/gas/sexymime(src.loc) new /obj/item/clothing/under/sexymime(src.loc) /// Marks the bottom left of the testing zone. /// In landmarks.dm and not unit_test.dm so it is always active in the mapping tools. /obj/effect/landmark/unit_test_bottom_left name = "unit test zone bottom left" /// Marks the top right of the testing zone. /// In landmarks.dm and not unit_test.dm so it is always active in the mapping tools. /obj/effect/landmark/unit_test_top_right name = "unit test zone top right" /obj/effect/landmark/bslocker name = "bslocker spawn" /obj/effect/landmark/bslocker/Initialize(mapload) . = ..() var/obj/structure/closet/closet = new /obj/structure/closet/bluespace(loc) GLOB.bslockers.Add(closet)