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