mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-27 15:17:01 +01:00
Moved shotglasses back to drinkingglass.dm. Again.
Added a bunch more iconstates for each drink in the booze-o-mat. Any drink the shot doesn't recognize comes up as a "shot of... what?"
This commit is contained in:
@@ -1596,7 +1596,7 @@
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"aEJ" = (/turf/simulated/floor/plasteel{icon_state = "vault"; dir = 1},/area/ai_monitored/nuke_storage)
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"aEK" = (/obj/structure/cable{d1 = 2; d2 = 4; icon_state = "2-4"},/turf/simulated/floor/plasteel{icon_state = "vault"},/area/ai_monitored/nuke_storage)
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"aEL" = (/obj/structure/cable{d1 = 1; d2 = 8; icon_state = "1-8"},/obj/machinery/camera/motion{c_tag = "Vault"; dir = 1; network = list("MiniSat")},/turf/simulated/floor/plasteel{icon_state = "vault"; dir = 10},/area/ai_monitored/nuke_storage)
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"aEM" = (/obj/structure/safe,/obj/item/clothing/head/bearpelt,/obj/item/weapon/reagent_containers/food/drinks/shotglass,/obj/item/weapon/gun/projectile/revolver/russian,/obj/item/ammo_box/a357,/obj/item/weapon/reagent_containers/food/drinks/bottle/vodka/badminka,/obj/item/weapon/reagent_containers/food/drinks/shotglass,/turf/simulated/floor/plasteel{icon_state = "vault"; dir = 4},/area/ai_monitored/nuke_storage)
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"aEM" = (/obj/structure/safe,/obj/item/clothing/head/bearpelt,/obj/item/weapon/gun/projectile/revolver/russian,/obj/item/ammo_box/a357,/obj/item/weapon/reagent_containers/food/drinks/bottle/vodka/badminka,/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass,/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass,/turf/simulated/floor/plasteel{icon_state = "vault"; dir = 4},/area/ai_monitored/nuke_storage)
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"aEN" = (/obj/structure/disposalpipe/segment,/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"},/obj/machinery/meter,/obj/machinery/atmospherics/pipe/manifold/supply/hidden{tag = "icon-manifold-b-f (WEST)"; dir = 8},/turf/simulated/floor/plating,/area/maintenance/fpmaint)
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"aEO" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/wall/r_wall,/area/gateway)
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"aEP" = (/obj/item/device/radio/intercom{freerange = 0; frequency = 1459; name = "Station Intercom (General)"; pixel_x = -30},/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/floor/plasteel,/area/gateway)
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@@ -609,7 +609,7 @@
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/obj/item/weapon/reagent_containers/food/drinks/bottle/cream = 4,/obj/item/weapon/reagent_containers/food/drinks/soda_cans/tonic = 8,
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/obj/item/weapon/reagent_containers/food/drinks/soda_cans/cola = 8, /obj/item/weapon/reagent_containers/food/drinks/soda_cans/sodawater = 15,
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass = 30,/obj/item/weapon/reagent_containers/food/drinks/ice = 9,
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/obj/item/weapon/reagent_containers/food/drinks/shotglass = 8)
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass = 8)
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contraband = list(/obj/item/weapon/reagent_containers/food/drinks/tea = 10)
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vend_delay = 15
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product_slogans = "I hope nobody asks me for a bloody cup o' tea...;Alcohol is humanity's friend. Would you abandon a friend?;Quite delighted to serve you!;Is nobody thirsty on this station?"
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@@ -200,55 +200,7 @@
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else
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icon_state = "water_cup_e"
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//Shot glasses!//
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// This lets us add shots in here instead of lumping them in with drinks because >logic //
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// The format for shots is the exact same as iconstates for the drinking glass, except you use a shot glass instead. //
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// If it's a new drink, remember to add it to Chemistry-Reagents.dm and Chemistry-Recipes.dm as well. //
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// You can still mix the ported drinks in a regular glass, but the sprites make more sense as shots. Might fully port them over later. //
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/obj/item/weapon/reagent_containers/food/drinks/shotglass
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name = "shot glass"
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desc = "A shot glass - the universal symbol for bad decisions."
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icon_state = "shotglass"
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amount_per_transfer_from_this = 10
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volume = 15
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/obj/item/weapon/reagent_containers/food/drinks/shotglass/on_reagent_change()
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if (reagents.reagent_list.len > 0)
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switch(reagents.get_master_reagent_id())
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if("vodka")
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icon_state = "shotglassclear"
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name = "shot of vodka"
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desc = "A shot of vodka. Good for cold weather."
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if("water")
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icon_state = "shotglassclear"
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name = "shot of water"
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desc = "A shot of water. You're not sure why someone would drink this from a shot glass."
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if("whiskey")
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icon_state = "shotglassbrown"
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name = "shot of whiskey"
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desc = "A shot of whiskey. Just like the old west."
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if("rum")
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icon_state = "shotglassbrown"
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name = "shot of rum"
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desc = "A shot of rum, you dirty pirate."
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if("b52")
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icon_state = "b52glass"
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name = "B-52"
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desc = "Kahlua, Irish Cream, and cognac. You will get bombed."
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if("toxinsspecial")
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icon_state = "toxinsspecialglass"
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name = "Toxins Special"
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desc = "Whoah, this thing is on FIRE"
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else
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icon_state = "shotglassbrown"
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name = "shot of booze"
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desc = "A shot of booze. Now it's a party."
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else
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icon_state = "shotglass"
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name = "shot glass"
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desc = "A shot glass - the universal symbol for bad decisions."
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return
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//////////////////////////drinkingglass and shaker//
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//Note by Darem: This code handles the mixing of drinks. New drinks go in three places: In Chemistry-Reagents.dm (for the drink
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@@ -444,6 +444,85 @@
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desc = "Your standard drinking glass"
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return
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//Shot glasses!//
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// This lets us add shots in here instead of lumping them in with drinks because >logic //
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// The format for shots is the exact same as iconstates for the drinking glass, except you use a shot glass instead. //
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// If it's a new drink, remember to add it to Chemistry-Reagents.dm and Chemistry-Recipes.dm as well. //
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// You can only mix the ported-over drinks in shot glasses for now (they'll mix in a shaker, but the sprite won't change for glasses). //
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// This is on a case-by-case basis, and you can even make a seperate sprite for shot glasses if you want. //
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass
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name = "shot glass"
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desc = "A shot glass - the universal symbol for bad decisions."
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icon_state = "shotglass"
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amount_per_transfer_from_this = 10
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volume = 15
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass/on_reagent_change()
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if (reagents.reagent_list.len > 0)
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switch(reagents.get_master_reagent_id())
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if("vodka")
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icon_state = "shotglassclear"
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name = "shot of vodka"
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desc = "A shot of vodka. Good for cold weather."
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if("water")
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icon_state = "shotglassclear"
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name = "shot of water"
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desc = "A shot of water. You're not sure why someone would drink this from a shot glass."
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if("whiskey")
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icon_state = "shotglassbrown"
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name = "shot of whiskey"
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desc = "A shot of whiskey. Just like the old west."
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if("rum")
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icon_state = "shotglassbrown"
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name = "shot of rum"
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desc = "A shot of rum, you dirty pirate."
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if("b52")
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icon_state = "b52glass"
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name = "B-52"
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desc = "Kahlua, Irish Cream, and cognac. You will get bombed."
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if("toxinsspecial")
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icon_state = "toxinsspecialglass"
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name = "Toxins Special"
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desc = "Whoah, this thing is on FIRE"
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if ("vermouth")
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icon_state = "shotglassclear"
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name = "shot of vermouth"
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desc = "This better be going in a martini."
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if ("tequila")
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icon_state = "shotglassgold"
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name = "shot of tequila"
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desc = "A shot of cheap tequila. Bad decisions ahead!"
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if ("patron")
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icon_state = "shotglassclear"
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name = "shot of patron"
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desc = "A shot of Patron. Goes great with a lime wedge."
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if ("kahlua")
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icon_state = "shotglasscream"
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name = "shot of coffee liqueur"
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desc = "Doesn't look too appetizing..."
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if ("nothing")
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icon_state = "shotglass"
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name = "shot of nothing"
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desc = "The mime insists there's booze in the glass. You're not so sure."
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if ("goldschlager")
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icon_state = "shotglassschlag"
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name = "shot of goldschlager"
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desc = "Yup. You're officially a college girl."
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if ("cognac")
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icon_state = "shotglassbrown"
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name = "shot of cognac"
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desc = "A shot of cognac. You get the feeling this would piss off a rich person somewhere."
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else
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icon_state = "shotglassbrown"
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name = "shot of... what?"
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desc = "You can't really tell what's in the glass."
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else
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icon_state = "shotglass"
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name = "shot glass"
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desc = "A shot glass - the universal symbol for bad decisions."
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return
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// for /obj/machinery/vending/sovietsoda
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/filled/New()
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..()
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