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Drobes (#21067)
[Original suggestion here.](https://forums.aurorastation.org/topic/22454-tidy-up-lockers/) - Replaces departmental/job-specific wardrobe lockers with new 'Drobe' vending machines, each containing pertinent clothing, all with new icons: ClothesMate, EngiDrobe, AtmosDrobe, HyDrobe, SecDrobe, BarDrobe, ChefDrobe, ChapelDrobe, SciDrobe, MediDrobe, ChemDrobe, CargoDrobe, RoboDrobe - Makes vending machine ads populate at the top of the purchasing UI and randomly cycle. - Few vending-machine related map touch-ups (mostly vending machines missing the floor 'hatched' pattern underneath). - Misc code readability improvements.
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@@ -33,10 +33,16 @@ BLIND // can't see anything
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var/activated_color = null
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var/normal_layer = GLASSES_LAYER
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var/shatter_material = /obj/item/material/shard
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var/brand_name
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species_restricted = list("exclude",BODYTYPE_VAURCA_BREEDER)
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drop_sound = 'sound/items/drop/accessory.ogg'
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pickup_sound = 'sound/items/pickup/accessory.ogg'
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/obj/item/clothing/glasses/Initialize()
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. = ..()
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if(brand_name)
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desc += " This pair has been made in [brand_name] colors."
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// Called in mob/RangedAttack() and mob/UnarmedAttack.
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/obj/item/clothing/glasses/proc/Look(var/atom/A, mob/user, var/proximity)
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return 0 // return 1 to cancel attack_hand/RangedAttack()
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@@ -365,7 +371,6 @@ BLIND // can't see anything
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/obj/item/clothing/glasses/safety/goggles/tactical
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name = "tactical goggles"
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desc = "A stylish pair of tactical goggles that protect the eyes from aerosolized chemicals, debris and bright flashes."
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var/brand_name
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icon_state = "military_goggles"
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var/sprite_state = "military_goggles"
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// Implementing this temporarily to use the generic goggle inhands until unique sprites are made.
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@@ -381,8 +386,6 @@ BLIND // can't see anything
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item_state = sprite_state
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off_state = sprite_state
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. = ..()
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if(brand_name)
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desc += " This pair has been made in [brand_name] colors."
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/obj/item/clothing/glasses/safety/goggles/tactical/handle_additional_changes()
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flash_protection = up ? FLASH_PROTECTION_NONE : FLASH_PROTECTION_MODERATE
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@@ -395,7 +398,6 @@ BLIND // can't see anything
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/obj/item/clothing/glasses/safety/goggles/goon
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name = "tactical goggles"
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desc = "A stylish pair of tactical goggles that protect the eyes from aerosolized chemicals, debris and bright flashes. Comes with a security HUD."
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var/brand_name
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icon_state = "security_goggles"
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var/sprite_state = "security_goggles"
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// Implementing this temporarily to use the generic goggle inhands until unique sprites are made.
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@@ -411,8 +413,6 @@ BLIND // can't see anything
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item_state = sprite_state
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off_state = sprite_state
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. = ..()
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if(brand_name)
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desc += " This pair has been made in [brand_name] colors."
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/obj/item/clothing/glasses/safety/goggles/goon/process_hud(var/mob/M)
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if(!up)
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@@ -443,7 +443,6 @@ BLIND // can't see anything
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/obj/item/clothing/glasses/safety/goggles/medical
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name = "medical goggles"
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desc = "A stylish pair of medical goggles that protect the eyes from aerosolized chemicals and debris. Comes with a medical HUD."
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var/brand_name
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icon_state = "security_goggles"
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var/sprite_state = "security_goggles"
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// Implementing this temporarily to use the generic goggle inhands until unique sprites are made.
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@@ -458,8 +457,6 @@ BLIND // can't see anything
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item_state = sprite_state
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off_state = sprite_state
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. = ..()
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if(brand_name)
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desc += " This pair has been made in [brand_name] colors."
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/obj/item/clothing/glasses/safety/goggles/medical/process_hud(var/mob/M)
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if(!up)
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@@ -1194,6 +1194,7 @@
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/// Imparts hallucination effects scaling with bac.
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var/alchohol_affected = TRUE
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var/messagedelay = MEDICATION_MESSAGE_DELAY
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/// Generic fluff messages for anyone who takes it.
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var/list/goodmessage = list()
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/// Species-specific fluff messages- will override the generic version for the given species. See following comment/example for implementation details.
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