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Added mechanism to change barsign design, so bartenders aren't stuck with whatever the RNG picks.
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@@ -10,3 +10,15 @@
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//on = 0
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//brightness_on = 4 //uncomment these when the lighting fixes get in
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return
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/obj/structure/sign/double/barsign/attackby(obj/item/I, mob/user)
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if(istype(I, /obj/item/weapon/card/id))
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var/obj/item/weapon/card/id/card = I
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if(access_bar in card.GetAccess())
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var/sign_type = input(user,"What would you like to change the barsign to?") in list("Cancel", "Pink Flamingo", "Magma Sea", "Limbo", "Rusty Axe", "Armok Bar", "Broken Drum", "Mead Bay", "The Damn Wall", "The Cavern", "Cindi Kate", "The Orchard", "The Saucy Clown", "The Clowns Head")
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if(sign_type == "Cancel")
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return
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else
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sign_type = replacetext(lowertext(sign_type), " ", "") // lowercase, strip spaces - along with choices for user options, avoids huge if-else-else
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src.ChangeSign(sign_type)
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user << "You change the barsign."
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