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* Makes condiments their own subtype, fixes geese, prepares for merging * Fixes geese checking drink type instead of edible foodtype to eat gross food. * Renames foodtype var on drinks to drink_types to prevent above from happening again because it KEEPS HAPPENING. DRINKS AREN'T FOOD! * Makes Condiments their own subtype of reagent_containers because they don't make any use of being a subtype of food, at all. * Starts moving things from food to /food/drink subtype in preparation for merging /food/drink with /drink * fully removes Food subtype * /reagent_containers/drinks are now /reagent_containers/cup - This is so it's no longer confused with eachother. * /food/drinks is now /reagent_containers/cup/drinks, so we can keep their special abilities. * Fixes a LOT of errors with food, which are STILL checking the reagent_containers, despite ACTUAL food being refactored away from it a long time ago. This doesn't compile yet, but I do want to make sure my progress is well tracked. * remove copypaste code, changes soda cans * Removes most copy paste code between the two drinks, moving most stuff to parent whenever needed. * Made soda cans their own subtype since they didn't share anything with glass bottles anyways. * Fixes more problems with food/drinks, especially with geese. Geese really were just broken this whole time and no one said a word... * Removes a snowflake signal, now that both drink types share a common one. * Adds everything to the .dme Currently my goal is to get this all compiling, then remove isGlass var by making glass be all glass ones only. * Moves all icons into a single drinks dmi I'm not that great at icon stuff, hopefully I didn't forget/break anything. * Turns juices into their own subtype This allows us to let them check for type in molotov, to both get rid of a use of isGlass, and so non-glass non-cartons don't show up as 'carton'. * fixes compile issues, adds updatepaths * a better updatepaths * updates the damn maps now * properly names the updatepath * how did that get there * i suck at handling merge conflicts * how am i this bad * code improvement and soda fix * more fixes * Don't be a timer Ports from old food bottles to trans the reagents, rather than add a timer to. * Merge conflicts and fixes bottle smashing * Bottle smashing is now consistently functional regardless of how much liquid they have in them, when before it would spill first, then smash on the second hit. * runs updatepaths again
26 lines
1.1 KiB
Plaintext
26 lines
1.1 KiB
Plaintext
/obj/machinery/vending/coffee
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name = "\improper Solar's Best Hot Drinks"
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desc = "A vending machine which dispenses hot drinks."
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product_ads = "Have a drink!;Drink up!;It's good for you!;Would you like a hot joe?;I'd kill for some coffee!;The best beans in the galaxy.;Only the finest brew for you.;Mmmm. Nothing like a coffee.;I like coffee, don't you?;Coffee helps you work!;Try some tea.;We hope you like the best!;Try our new chocolate!;Admin conspiracies"
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icon_state = "coffee"
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icon_vend = "coffee-vend"
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panel_type = "panel9"
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products = list(
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/obj/item/reagent_containers/cup/glass/coffee = 6,
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/obj/item/reagent_containers/cup/glass/mug/tea = 6,
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/obj/item/reagent_containers/cup/glass/mug/coco = 3,
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)
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contraband = list(
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/obj/item/reagent_containers/cup/glass/ice = 12,
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)
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refill_canister = /obj/item/vending_refill/coffee
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default_price = PAYCHECK_LOWER
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extra_price = PAYCHECK_CREW
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payment_department = ACCOUNT_SRV
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light_mask = "coffee-light-mask"
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light_color = COLOR_DARK_MODERATE_ORANGE
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/obj/item/vending_refill/coffee
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machine_name = "Solar's Best Hot Drinks"
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icon_state = "refill_joe"
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