proc/createRandomZlevel() if(awaydestinations.len) //crude, but it saves another var! return var/list/potentialRandomZlevels = list() world << "\red \b Searching for away missions..." 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) name = lowertext(copytext(t, 1, pos)) // value = copytext(t, pos + 1) else name = lowertext(t) if (!name) continue potentialRandomZlevels.Add(t) if(potentialRandomZlevels.len) world << "\red \b Loading away mission..." 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) world << "\red \b Away mission loaded." else world << "\red \b No away missions found." return