Files
Aurora.3/code/game/objects/structures/barsign.dm
Werner af16a489a6 Removes Weapons (#7415)
* Adds icon and hitsound where needed.

* Moves alt_attack to /obj/item and deletes weapons.dm

* Replaced /obj/item/weapon with /obj/item

* Fixes merge issues.

* Fix merge issues.
2019-11-16 18:36:13 +01:00

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/obj/structure/sign/double/barsign
icon = 'icons/obj/barsigns.dmi'
icon_state = "empty"
anchored = 1
var/cult = 0
/obj/structure/sign/double/barsign/proc/get_valid_states(initial=1)
. = icon_states(icon)
. -= "on"
. -= "narsiebistro"
. -= "empty"
if(initial)
. -= "Off"
/obj/structure/sign/double/barsign/examine(mob/user)
..()
switch(icon_state)
if("Off")
to_chat(user, "It appears to be switched off.")
if("narsiebistro")
to_chat(user, "It shows a picture of a large black and red being. Spooky!")
if("on", "empty")
to_chat(user, "The lights are on, but there's no picture.")
else
to_chat(user, "It says '[icon_state]'")
/obj/structure/sign/double/barsign/Initialize()
. = ..()
icon_state = pick(get_valid_states())
/obj/structure/sign/double/barsign/attackby(obj/item/I, mob/user)
if(cult)
return ..()
var/obj/item/card/id/card = I.GetID()
if(istype(card))
if(access_bar in card.GetAccess())
var/sign_type = input(user, "What would you like to change the barsign to?") as null|anything in get_valid_states(0)
if(!sign_type)
return
icon_state = sign_type
to_chat(user, "<span class='notice'>You change the barsign.</span>")
else
to_chat(user, "<span class='warning'>Access denied.</span>")
return
return ..()