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GS13NG/code/modules/ruins/objects_and_mobs/ruin_mapping_aids.dm
T

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//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