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Cleans up some antag/event landmark checks (#31129)
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@@ -34,16 +34,12 @@
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var/list/spawn_locs = list()
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for(var/obj/effect/landmark/L in GLOB.landmarks_list)
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for(var/obj/effect/landmark/revenantspawn/L in GLOB.landmarks_list)
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if(isturf(L.loc))
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switch(L.name)
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if("revenantspawn")
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spawn_locs += L.loc
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if(!spawn_locs.len) //If we can't find any revenant spawns, try the carp spawns
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for(var/obj/effect/landmark/L in GLOB.landmarks_list)
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for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
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if(isturf(L.loc))
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switch(L.name)
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if("carpspawn")
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spawn_locs += L.loc
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if(!spawn_locs.len) //If we can't find either, just spawn the revenant at the player's location
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spawn_locs += get_turf(selected)
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@@ -23,10 +23,8 @@
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player_mind.active = 1
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var/list/spawn_locs = list()
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for(var/obj/effect/landmark/L in GLOB.landmarks_list)
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for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
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if(isturf(L.loc))
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switch(L.name)
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if("carpspawn")
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spawn_locs += L.loc
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if(!spawn_locs)
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@@ -391,8 +391,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
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call(/datum/game_mode/proc/equip_syndicate)(new_character)
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if("Space Ninja")
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var/list/ninja_spawn = list()
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for(var/obj/effect/landmark/L in GLOB.landmarks_list)
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if(L.name=="carpspawn")
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for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
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ninja_spawn += L
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var/datum/antagonist/ninja/ninjadatum = new_character.mind.has_antag_datum(ANTAG_DATUM_NINJA)
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ninjadatum.equip_space_ninja()
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@@ -18,8 +18,7 @@
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/datum/round_event/carp_migration/start()
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for(var/obj/effect/landmark/C in GLOB.landmarks_list)
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if(C.name == "carpspawn")
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for(var/obj/effect/landmark/carpspawn/C in GLOB.landmarks_list)
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if(prob(95))
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new /mob/living/simple_animal/hostile/carp(C.loc)
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else
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@@ -20,8 +20,8 @@
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for(var/i=1, i <= lightsoutAmount, i++)
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var/list/possibleEpicentres = list()
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for(var/obj/effect/landmark/newEpicentre in GLOB.landmarks_list)
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if(newEpicentre.name == "lightsout" && !(newEpicentre in epicentreList))
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for(var/obj/effect/landmark/lightsout/newEpicentre in GLOB.landmarks_list)
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if(!(newEpicentre in epicentreList))
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possibleEpicentres += newEpicentre
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if(possibleEpicentres.len)
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epicentreList += pick(possibleEpicentres)
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@@ -35,8 +35,7 @@
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earliest_start = 0
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/datum/round_event/carp_migration/eyeballs/start()
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for(var/obj/effect/landmark/C in GLOB.landmarks_list)
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if(C.name == "carpspawn")
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for(var/obj/effect/landmark/carpspawn/C in GLOB.landmarks_list)
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new /mob/living/simple_animal/hostile/carp/eyeball(C.loc)
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//Pumpking meteors waves
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@@ -16,8 +16,7 @@
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var/mob/dead/selected = pick_n_take(candidates)
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var/list/spawn_locs = list()
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for(var/obj/effect/landmark/L in GLOB.landmarks_list)
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if(L.name in list("ninjaspawn","carpspawn"))
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for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
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spawn_locs += L.loc
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if(!spawn_locs.len)
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return MAP_ERROR
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@@ -16,8 +16,7 @@
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priority_announce("Unknown magical entities have been detected near [station_name()], please stand-by.", "Lifesign Alert")
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/datum/round_event/wizard/magicarp/start()
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for(var/obj/effect/landmark/C in GLOB.landmarks_list)
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if(C.name == "carpspawn")
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for(var/obj/effect/landmark/carpspawn/C in GLOB.landmarks_list)
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if(prob(5))
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new /mob/living/simple_animal/hostile/carp/ranged/chaos(C.loc)
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else
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@@ -21,15 +21,6 @@
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sight |= SEE_TURFS
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/*
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var/list/watch_locations = list()
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for(var/obj/effect/landmark/landmark in landmarks_list)
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if(landmark.tag == "landmark*new_player")
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watch_locations += landmark.loc
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if(watch_locations.len>0)
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loc = pick(watch_locations)
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*/
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new_player_panel()
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client.playtitlemusic()
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if(SSticker.current_state < GAME_STATE_SETTING_UP)
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@@ -329,15 +329,13 @@
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continue
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loc_landmark = sloc.loc
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if(!loc_landmark)
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for(var/obj/effect/landmark/tripai in GLOB.landmarks_list)
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if(tripai.name == "tripai")
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if(locate(/mob/living/silicon/ai) in tripai.loc)
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for(var/obj/effect/landmark/tripai/L in GLOB.landmarks_list)
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if(locate(/mob/living/silicon/ai) in L.loc)
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continue
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loc_landmark = tripai.loc
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loc_landmark = L.loc
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if(!loc_landmark)
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to_chat(src, "Oh god sorry we can't find an unoccupied AI spawn location, so we're spawning you on top of someone.")
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for(var/obj/effect/landmark/start/sloc in GLOB.landmarks_list)
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if (sloc.name == "AI")
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for(var/obj/effect/landmark/start/ai/sloc in GLOB.landmarks_list)
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loc_landmark = sloc.loc
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if(!transfer_after)
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@@ -39,10 +39,8 @@ Contents:
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//selecting a spawn_loc
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if(!spawn_loc)
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var/list/spawn_locs = list()
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for(var/obj/effect/landmark/L in GLOB.landmarks_list)
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for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
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if(isturf(L.loc))
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switch(L.name)
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if("ninjaspawn","carpspawn")
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spawn_locs += L.loc
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if(!spawn_locs.len)
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return kill()
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