Files
kiwistation/code/game/objects/effects/landmarks.dm
T
vuonojenmustaturska 772924ba38 More Initialize() fixes, requires someone to test with DB (#30831)
* Batch 1

/obj/item/storage/firstaid/fire
/obj/structure/bookcase
/obj/item/book/random QDEL, not actually in the logs but returned wrong hint
/obj/effect/landmark/start/wizard QDEL
/obj/effect/landmark/start/wizard
/obj/effect/landmark/start/new_player
/obj/effect/landmark/latejoin
/obj/effect/landmark/xeno_spawn
/obj/effect/landmark/blobstart
/obj/effect/landmark/secequipment
/obj/effect/landmark/prisonwarp
/obj/effect/landmark/ert_spawn
/obj/effect/landmark/holding_facility
/obj/effect/landmark/thunderdome/observe
/obj/effect/landmark/thunderdome/one
/obj/effect/landmark/thunderdome/two
/obj/effect/landmark/thunderdome/admin

* Batch 2

/obj/machinery/computer/operating
/obj/machinery/computer/telecrystals/uplinker
/obj/item/card/id/centcom
/obj/item/card/id/syndicate
/obj/item/card/id/captains_spare
/obj/item/card/id/ert
/obj/item/card/id/ert/Security
/obj/item/card/id/ert/Engineer
/obj/item/card/id/ert/Medical
/obj/structure/trap
/obj/machinery/magnetic_controller
/obj/item/storage/toolbox
/obj/structure/table

* Batch 3

/obj/machinery/vending/snack/random
/obj/machinery/vending/cola/random
/obj/machinery/computer/pod
/obj/machinery/computer/message_monitor
/obj/machinery/computer/atmos_control
/obj/item/implanter
/obj/item/implantcase
/obj/item/construction
/turf/open/floor/grass
/turf/open/floor/grass/snow/basalt
/turf/open/floor/grass/fakebasalt
/turf/open/floor/carpet
/turf/open/floor/fakespace
/turf/open/floor/light
/turf/open/floor/mineral
/turf/open/floor/mineral/abductor
/turf/open/floor/circuit
/turf/open/floor/clockwork
/turf/open/floor/plating
/turf/open/floor/engine/cult

* Batch 4

/obj/item/storage/backpack/satchel/flat
/obj/item/storage/backpack/satchel/flat/secret
/turf/closed/indestructible/fakeglass
/turf/closed/mineral/random
/turf/closed/mineral/gibtonite
/turf/closed/mineral
/turf/open/floor
/obj/effect/spawner/lootdrop

* Batch 5

/obj/effect/spawner/lootdrop/maintenance
/obj/effect/spawner/lootdrop/costume
/obj/item/toy/eightball/broken
/obj/item/toy/eightball
/obj/item/toy/eightball/haunted
/obj/item/device/electropack
/obj/item/restraints/legcuffs/beartrap
/obj/machinery/airlock_sensor
/obj/item/storage/box/ingredients

* Batch 6

/mob/living/simple_animal/hostile/carp/ranged
/obj/structure/lattice/clockwork
/obj/structure/lattice/clockwork/large
/obj/structure/lattice/catwalk/clockwork
/mob/living/simple_animal/hostile/mushroom
/mob/living/carbon/alien
/mob/living/carbon/alien/larva
/mob/living/carbon/alien/humanoid
/mob/living/carbon/alien/humanoid/drone
/mob/living/carbon/alien/humanoid/royal/praetorian
/mob/living/carbon/alien/humanoid/sentinel
2017-09-19 08:45:18 -04:00

334 lines
7.2 KiB
Plaintext

/obj/effect/landmark
name = "landmark"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x2"
anchored = TRUE
invisibility = INVISIBILITY_ABSTRACT
/obj/effect/landmark/New()
..()
tag = text("landmark*[]", name)
GLOB.landmarks_list += src
/obj/effect/landmark/Destroy()
GLOB.landmarks_list -= src
return ..()
/obj/effect/landmark/start
name = "start"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x"
anchored = TRUE
/obj/effect/landmark/start/New()
GLOB.start_landmarks_list += src
..()
if(name != "start")
tag = "start*[name]"
/obj/effect/landmark/start/Destroy()
GLOB.start_landmarks_list -= src
return ..()
// START LANDMARKS FOLLOW. Don't change the names unless
// you are refactoring shitty landmark code.
/obj/effect/landmark/start/assistant
name = "Assistant"
/obj/effect/landmark/start/janitor
name = "Janitor"
/obj/effect/landmark/start/cargo_technician
name = "Cargo Technician"
/obj/effect/landmark/start/bartender
name = "Bartender"
/obj/effect/landmark/start/clown
name = "Clown"
/obj/effect/landmark/start/mime
name = "Mime"
/obj/effect/landmark/start/quartermaster
name = "Quartermaster"
/obj/effect/landmark/start/atmospheric_technician
name = "Atmospheric Technician"
/obj/effect/landmark/start/cook
name = "Cook"
/obj/effect/landmark/start/shaft_miner
name = "Shaft Miner"
/obj/effect/landmark/start/security_officer
name = "Security Officer"
/obj/effect/landmark/start/botanist
name = "Botanist"
/obj/effect/landmark/start/head_of_security
name = "Head of Security"
/obj/effect/landmark/start/ai
name = "AI"
/obj/effect/landmark/start/captain
name = "Captain"
/obj/effect/landmark/start/detective
name = "Detective"
/obj/effect/landmark/start/warden
name = "Warden"
/obj/effect/landmark/start/chief_engineer
name = "Chief Engineer"
/obj/effect/landmark/start/cyborg
name = "Cyborg"
/obj/effect/landmark/start/head_of_personnel
name = "Head of Personnel"
/obj/effect/landmark/start/librarian
name = "Curator"
/obj/effect/landmark/start/lawyer
name = "Lawyer"
/obj/effect/landmark/start/station_engineer
name = "Station Engineer"
/obj/effect/landmark/start/medical_doctor
name = "Medical Doctor"
/obj/effect/landmark/start/scientist
name = "Scientist"
/obj/effect/landmark/start/chemist
name = "Chemist"
/obj/effect/landmark/start/roboticist
name = "Roboticist"
/obj/effect/landmark/start/research_director
name = "Research Director"
/obj/effect/landmark/start/geneticist
name = "Geneticist"
/obj/effect/landmark/start/chief_medical_officer
name = "Chief Medical Officer"
/obj/effect/landmark/start/virologist
name = "Virologist"
/obj/effect/landmark/start/chaplain
name = "Chaplain"
//Department Security spawns
/obj/effect/landmark/start/depsec
name = "department_sec"
/obj/effect/landmark/start/depsec/New()
..()
GLOB.department_security_spawns += src
/obj/effect/landmark/start/depsec/Destroy()
GLOB.department_security_spawns -= src
return ..()
/obj/effect/landmark/start/depsec/supply
name = "supply_sec"
/obj/effect/landmark/start/depsec/medical
name = "medical_sec"
/obj/effect/landmark/start/depsec/engineering
name = "engineering_sec"
/obj/effect/landmark/start/depsec/science
name = "science_sec"
/obj/effect/landmark/start/wizard
name = "wizard"
/obj/effect/landmark/start/wizard/Initialize(mapload)
..()
GLOB.wizardstart += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/start/new_player
name = "New Player"
// Must be on New() rather than Initialize, because players will
// join before SSatom initializes everything.
/obj/effect/landmark/start/new_player/New(loc)
..()
GLOB.newplayer_start += loc
/obj/effect/landmark/start/new_player/Initialize(mapload)
..()
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/latejoin
name = "JoinLate"
/obj/effect/landmark/latejoin/Initialize(mapload)
..()
SSjob.latejoin_trackers += loc
return INITIALIZE_HINT_QDEL
// carp.
/obj/effect/landmark/carpspawn
name = "carpspawn"
// lightsout.
/obj/effect/landmark/lightsout
name = "lightsout"
// observer-start.
/obj/effect/landmark/observer_start
name = "Observer-Start"
// revenant spawn.
/obj/effect/landmark/revenantspawn
name = "revnantspawn"
// triple ais.
/obj/effect/landmark/tripai
name = "tripai"
// marauder entry (XXX WTF IS MAURADER ENTRY???)
/obj/effect/landmark/marauder_entry
name = "Marauder Entry"
// syndicate breach area (XXX I DON'T KNOW WHAT THIS IS EITHER)
/obj/effect/landmark/syndicate_breach_area
name = "Syndicate Breach Area"
// teleport scroll landmark, XXX DOES THIS DO ANYTHING?
/obj/effect/landmark/teleport_scroll
name = "Teleport-Scroll"
/obj/effect/landmark/syndicate_spawn
name = "Syndicate-Spawn"
// xenos.
/obj/effect/landmark/xeno_spawn
name = "xeno_spawn"
/obj/effect/landmark/xeno_spawn/Initialize(mapload)
..()
GLOB.xeno_spawn += loc
return INITIALIZE_HINT_QDEL
// blobs.
/obj/effect/landmark/blobstart
name = "blobstart"
/obj/effect/landmark/blobstart/Initialize(mapload)
..()
GLOB.blobstart += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/secequipment
name = "secequipment"
/obj/effect/landmark/secequipment/Initialize(mapload)
..()
GLOB.secequipment += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/prisonwarp
name = "prisonwarp"
/obj/effect/landmark/prisonwarp/Initialize(mapload)
..()
GLOB.prisonwarp += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/ert_spawn
name = "Emergencyresponseteam"
/obj/effect/landmark/ert_spawn/Initialize(mapload)
..()
GLOB.emergencyresponseteamspawn += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/holding_facility
name = "Holding Facility"
/obj/effect/landmark/holding_facility/Initialize(mapload)
..()
GLOB.holdingfacility += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/thunderdome/observe
name = "tdomeobserve"
/obj/effect/landmark/thunderdome/observe/Initialize(mapload)
..()
GLOB.tdomeobserve += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/thunderdome/one
name = "tdome1"
/obj/effect/landmark/thunderdome/one/Initialize(mapload)
..()
GLOB.tdome1 += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/thunderdome/two
name = "tdome2"
/obj/effect/landmark/thunderdome/two/Initialize(mapload)
..()
GLOB.tdome2 += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/thunderdome/admin
name = "tdomeadmin"
/obj/effect/landmark/thunderdome/admin/Initialize(mapload)
..()
GLOB.tdomeadmin += loc
return INITIALIZE_HINT_QDEL
//generic event spawns
/obj/effect/landmark/event_spawn
name = "generic event spawn"
icon_state = "x4"
/obj/effect/landmark/event_spawn/New()
..()
GLOB.generic_event_spawns += src
/obj/effect/landmark/event_spawn/Destroy()
GLOB.generic_event_spawns -= src
return ..()
/obj/effect/landmark/ruin
var/datum/map_template/ruin/ruin_template
/obj/effect/landmark/ruin/New(loc, my_ruin_template)
name = "ruin_[GLOB.ruin_landmarks.len + 1]"
..(loc)
ruin_template = my_ruin_template
GLOB.ruin_landmarks |= src
/obj/effect/landmark/ruin/Destroy()
GLOB.ruin_landmarks -= src
ruin_template = null
. = ..()