//These landmarks can be placed in rooms/ruins to set the baseturfs of every turf in the area. Easier than having potentially unlimited subtypes of every turf or having to manually edit the turfs in the map editor /obj/effect/baseturf_helper name = "baseturf editor" icon = 'icons/obj/weapons.dmi' icon_state = "syndballoon" var/baseturf = null layer = POINT_LAYER /obj/effect/baseturf_helper/Initialize() . = ..() var/area/thearea = get_area(src) for(var/turf/T in get_area_turfs(thearea, z)) if(T.baseturf != T.type) //Don't break indestructible walls and the like T.baseturf = baseturf qdel(src) /obj/effect/baseturf_helper/asteroid name = "asteroid baseturf editor" baseturf = /turf/open/floor/plating/asteroid /obj/effect/baseturf_helper/asteroid/airless name = "asteroid airless baseturf editor" baseturf = /turf/open/floor/plating/asteroid/airless /obj/effect/baseturf_helper/asteroid/basalt name = "asteroid basalt baseturf editor" baseturf = /turf/open/floor/plating/asteroid/basalt /obj/effect/baseturf_helper/asteroid/snow name = "asteroid snow baseturf editor" baseturf = /turf/open/floor/plating/asteroid/snow /obj/effect/baseturf_helper/beach/sand name = "beach sand baseturf editor" baseturf = /turf/open/floor/plating/beach/sand /obj/effect/baseturf_helper/beach/water name = "water baseturf editor" baseturf = /turf/open/floor/plating/beach/water /obj/effect/baseturf_helper/lava name = "lava baseturf editor" baseturf = /turf/open/lava/smooth /obj/effect/baseturf_helper/lava_land/surface name = "lavaland baseturf editor" baseturf = /turf/open/lava/smooth/lava_land_surface