diff --git a/code/controllers/subsystem/job.dm b/code/controllers/subsystem/job.dm index 91d0db85d1..7c48adef24 100644 --- a/code/controllers/subsystem/job.dm +++ b/code/controllers/subsystem/job.dm @@ -428,6 +428,8 @@ SUBSYSTEM_DEF(job) if(!joined_late) var/obj/S = null for(var/obj/effect/landmark/start/sloc in GLOB.start_landmarks_list) + if(!sloc.job_spawnpoint) + continue if(sloc.name != rank) S = sloc //so we can revert to spawning them on top of eachother if something goes wrong continue diff --git a/code/game/objects/effects/landmarks.dm b/code/game/objects/effects/landmarks.dm index 4ed6dc9dc9..04f14692e3 100644 --- a/code/game/objects/effects/landmarks.dm +++ b/code/game/objects/effects/landmarks.dm @@ -36,6 +36,7 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark) var/jobspawn_override = FALSE var/delete_after_roundstart = TRUE var/used = FALSE + var/job_spawnpoint = TRUE //Is it a potential job spawnpoint or should we skip it? /obj/effect/landmark/start/proc/after_round_start() if(delete_after_roundstart) @@ -281,6 +282,7 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark/start/new_player) name = "bomb or clown beacon spawner" var/nukie_path = /obj/item/sbeacondrop/bomb var/clown_path = /obj/item/sbeacondrop/clownbomb + job_spawnpoint = FALSE /obj/effect/landmark/start/nuclear_equipment/after_round_start() var/npath = nukie_path