/obj/effect/landmark var/abductor = 0 /obj/effect/landmark/vines name = "vinestart" /obj/effect/landmark/vermin name = "verminstart" /obj/effect/landmark/wildlife name = "wildlife" var/wildlife_type = 2 //1 for water, 2 for land; thats all for now /obj/effect/landmark/late_antag name = "Antag Latespawn" var/antag_id /obj/effect/landmark/late_antag/Initialize(mapload) . = ..() var/datum/antagonist/A = SSantag_job.all_antag_types[antag_id] if(istype(A)) A.starting_locations |= get_turf(src) var/list/allpoints = SSantag_job.all_antag_spawnpoints[A.landmark_id] allpoints |= get_turf(src) /obj/effect/landmark/late_antag/ert name = "Response Team - Lateload" antag_id = MODE_ERT /obj/effect/landmark/late_antag/trader name = "Trader - Lateload" antag_id = MODE_TRADE /obj/effect/landmark/late_antag/wizard name = "Wizard - Lateload" antag_id = MODE_WIZARD /obj/effect/landmark/late_antag/technomancer name = "Technomancer - Lateload" antag_id = MODE_TECHNOMANCER /obj/effect/landmark/late_antag/mercenary name = "Mercenary - Lateload" antag_id = MODE_MERCENARY /obj/effect/landmark/late_antag/ninja name = "Ninja - Lateload" antag_id = MODE_NINJA /obj/effect/landmark/late_antag/raider name = "Raider - Lateload" antag_id = MODE_RAIDER