[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.
This commit is contained in:
Batrachophreno
2025-08-10 08:09:16 +00:00
committed by GitHub
parent 5f904d8c2b
commit a19b3797b2
30 changed files with 3970 additions and 3524 deletions
+6 -9
View File
@@ -33,10 +33,16 @@ BLIND // can't see anything
var/activated_color = null
var/normal_layer = GLASSES_LAYER
var/shatter_material = /obj/item/material/shard
var/brand_name
species_restricted = list("exclude",BODYTYPE_VAURCA_BREEDER)
drop_sound = 'sound/items/drop/accessory.ogg'
pickup_sound = 'sound/items/pickup/accessory.ogg'
/obj/item/clothing/glasses/Initialize()
. = ..()
if(brand_name)
desc += " This pair has been made in [brand_name] colors."
// Called in mob/RangedAttack() and mob/UnarmedAttack.
/obj/item/clothing/glasses/proc/Look(var/atom/A, mob/user, var/proximity)
return 0 // return 1 to cancel attack_hand/RangedAttack()
@@ -365,7 +371,6 @@ BLIND // can't see anything
/obj/item/clothing/glasses/safety/goggles/tactical
name = "tactical goggles"
desc = "A stylish pair of tactical goggles that protect the eyes from aerosolized chemicals, debris and bright flashes."
var/brand_name
icon_state = "military_goggles"
var/sprite_state = "military_goggles"
// Implementing this temporarily to use the generic goggle inhands until unique sprites are made.
@@ -381,8 +386,6 @@ BLIND // can't see anything
item_state = sprite_state
off_state = sprite_state
. = ..()
if(brand_name)
desc += " This pair has been made in [brand_name] colors."
/obj/item/clothing/glasses/safety/goggles/tactical/handle_additional_changes()
flash_protection = up ? FLASH_PROTECTION_NONE : FLASH_PROTECTION_MODERATE
@@ -395,7 +398,6 @@ BLIND // can't see anything
/obj/item/clothing/glasses/safety/goggles/goon
name = "tactical goggles"
desc = "A stylish pair of tactical goggles that protect the eyes from aerosolized chemicals, debris and bright flashes. Comes with a security HUD."
var/brand_name
icon_state = "security_goggles"
var/sprite_state = "security_goggles"
// Implementing this temporarily to use the generic goggle inhands until unique sprites are made.
@@ -411,8 +413,6 @@ BLIND // can't see anything
item_state = sprite_state
off_state = sprite_state
. = ..()
if(brand_name)
desc += " This pair has been made in [brand_name] colors."
/obj/item/clothing/glasses/safety/goggles/goon/process_hud(var/mob/M)
if(!up)
@@ -443,7 +443,6 @@ BLIND // can't see anything
/obj/item/clothing/glasses/safety/goggles/medical
name = "medical goggles"
desc = "A stylish pair of medical goggles that protect the eyes from aerosolized chemicals and debris. Comes with a medical HUD."
var/brand_name
icon_state = "security_goggles"
var/sprite_state = "security_goggles"
// Implementing this temporarily to use the generic goggle inhands until unique sprites are made.
@@ -458,8 +457,6 @@ BLIND // can't see anything
item_state = sprite_state
off_state = sprite_state
. = ..()
if(brand_name)
desc += " This pair has been made in [brand_name] colors."
/obj/item/clothing/glasses/safety/goggles/medical/process_hud(var/mob/M)
if(!up)
@@ -1194,6 +1194,7 @@
/// Imparts hallucination effects scaling with bac.
var/alchohol_affected = TRUE
var/messagedelay = MEDICATION_MESSAGE_DELAY
/// Generic fluff messages for anyone who takes it.
var/list/goodmessage = list()
/// Species-specific fluff messages- will override the generic version for the given species. See following comment/example for implementation details.