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SmArtKarandRoxy 78908f40a3 Removes forced tint from NVGs (#92322)
## About The Pull Request

Partially reverts #84594, removing forced tint from night vision goggles
(if anyone for some reason wants to experience it again, they can toggle
it via alt click like it could be done before the [aforementioned
PR](https://github.com/tgstation/tgstation/pull/84594))

Approved by Ghom (the original PR author)

## Why It's Good For The Game

NVG tint is a pretty sizeable accessibility issue, as forced screentint
can easily cause eye strain if they're used for prolonged periods of
time, being especially bad for blue-tinted NVGs. They're already locked
pretty deep down the techweb, and this change just made everyone avoid
them. If we need to make tintless variants of them for every single
antag and special role (and bitrunners, lol), we maybe shouldn't have
added the tint in the first place.
2025-08-04 20:53:32 -04:00

156 lines
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/obj/structure/closet/syndicate
name = "armory closet"
desc = "Why is this here?"
icon_state = "syndicate"
armor_type = /datum/armor/closet_syndicate
paint_jobs = null
/datum/armor/closet_syndicate
melee = 70
bullet = 40
laser = 40
energy = 30
bomb = 30
fire = 70
acid = 70
/obj/structure/closet/syndicate/personal
desc = "It's a personal storage unit for operative gear."
/obj/structure/closet/syndicate/personal/PopulateContents()
..()
new /obj/item/trench_tool(src)
new /obj/item/clothing/glasses/night(src)
new /obj/item/ammo_box/magazine/m10mm(src)
new /obj/item/storage/belt/military(src)
new /obj/item/storage/belt/holster/nukie(src)
new /obj/item/radio/headset/syndicate(src)
new /obj/item/clothing/under/syndicate(src)
new /obj/item/clothing/under/syndicate/skirt(src)
new /obj/item/clothing/shoes/sneakers/black(src)
new /obj/item/mod/module/plasma_stabilizer(src)
new /obj/item/climbing_hook/syndicate(src)
/obj/structure/closet/syndicate/nuclear
desc = "It's a storage unit for a Syndicate boarding party."
/obj/structure/closet/syndicate/nuclear/PopulateContents()
for(var/i in 1 to 5)
new /obj/item/ammo_box/magazine/m10mm(src)
new /obj/item/storage/box/flashbangs(src)
new /obj/item/storage/box/teargas(src)
new /obj/item/storage/backpack/duffelbag/syndie/med(src)
new /obj/item/modular_computer/pda/syndicate(src)
/obj/structure/closet/syndicate/chemical
name = "chemical supplies closet"
desc = "full of omninous chemical supplies"
icon_state = "syndicate_chemical"
/obj/structure/closet/syndicate/chemical/PopulateContents()
..()
new /obj/item/storage/box/pillbottles(src)
new /obj/item/storage/box/pillbottles(src)
new /obj/item/storage/box/beakers/big(src)
new /obj/item/storage/box/beakers/big(src)
new /obj/item/storage/box/medigels(src)
new /obj/item/storage/box/medigels(src)
new /obj/item/ph_booklet(src)
new /obj/item/reagent_containers/dropper(src)
new /obj/item/reagent_containers/cup/bottle/acidic_buffer(src)
/obj/structure/closet/syndicate/resources
desc = "An old, dusty locker."
// A lot of this stuff is objective items, and it's also only used for debugging, so init times don't matter here.
/obj/structure/closet/syndicate/resources/populate_contents_immediate()
. = ..()
var/common_min = 30 //Minimum amount of minerals in the stack for common minerals
var/common_max = 50 //Maximum amount of HONK in the stack for HONK common minerals
var/rare_min = 5 //Minimum HONK of HONK in the stack HONK HONK rare minerals
var/rare_max = 20 //Maximum HONK HONK HONK in the HONK for HONK rare HONK
var/pickednum = rand(1, 50)
//Sad trombone
if(pickednum == 1)
var/obj/item/paper/paper = new /obj/item/paper(src)
paper.name = "\improper IOU"
paper.add_raw_text("Sorry man, we needed the money so we sold your stash. It's ok, we'll double our money for sure this time!")
paper.update_appearance()
//Iron (common ore)
if(pickednum >= 2)
new /obj/item/stack/sheet/iron(src, rand(common_min, common_max))
//Glass (common ore)
if(pickednum >= 5)
new /obj/item/stack/sheet/glass(src, rand(common_min, common_max))
//Plasteel (common ore) Because it has a million more uses then plasma
if(pickednum >= 10)
new /obj/item/stack/sheet/plasteel(src, rand(common_min, common_max))
//Plasma (rare ore)
if(pickednum >= 15)
new /obj/item/stack/sheet/mineral/plasma(src, rand(rare_min, rare_max))
//Silver (rare ore)
if(pickednum >= 20)
new /obj/item/stack/sheet/mineral/silver(src, rand(rare_min, rare_max))
//Gold (rare ore)
if(pickednum >= 30)
new /obj/item/stack/sheet/mineral/gold(src, rand(rare_min, rare_max))
//Uranium (rare ore)
if(pickednum >= 40)
new /obj/item/stack/sheet/mineral/uranium(src, rand(rare_min, rare_max))
//Titanium (rare ore)
if(pickednum >= 40)
new /obj/item/stack/sheet/mineral/titanium(src, rand(rare_min, rare_max))
//Plastitanium (rare ore)
if(pickednum >= 40)
new /obj/item/stack/sheet/mineral/plastitanium(src, rand(rare_min, rare_max))
//Diamond (rare HONK)
if(pickednum >= 45)
new /obj/item/stack/sheet/mineral/diamond(src, rand(rare_min, rare_max))
//Jetpack (You hit the jackpot!)
if(pickednum == 50)
new /obj/item/tank/jetpack/carbondioxide(src)
/obj/structure/closet/syndicate/resources/everything
desc = "It's an emergency storage closet for repairs."
storage_capacity = 60 // This is gonna be used for debug.
// A lot of this stuff is objective items, and it's also only used for debugging, so init times don't matter here.
/obj/structure/closet/syndicate/resources/everything/populate_contents_immediate()
var/list/resources = list(
/obj/item/stack/sheet/iron,
/obj/item/stack/sheet/glass,
/obj/item/stack/sheet/mineral/gold,
/obj/item/stack/sheet/mineral/silver,
/obj/item/stack/sheet/mineral/plasma,
/obj/item/stack/sheet/mineral/uranium,
/obj/item/stack/sheet/mineral/diamond,
/obj/item/stack/sheet/mineral/bananium,
/obj/item/stack/sheet/plasteel,
/obj/item/stack/sheet/mineral/titanium,
/obj/item/stack/sheet/mineral/plastitanium,
/obj/item/stack/rods,
/obj/item/stack/sheet/bluespace_crystal,
/obj/item/stack/sheet/mineral/abductor,
/obj/item/stack/sheet/plastic,
/obj/item/stack/sheet/mineral/wood
)
for(var/i in 1 to 2)
for(var/res in resources)
var/obj/item/stack/R = res
new res(src, initial(R.max_amount))