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## About The Pull Request Once upon a time, vending machines were access locked I guess? It's been so many years since that has been the case that most people don't remember (including myself). This just removes all the old unused req_access lists that reside on the various vending machines. ## Why It's Good For The Game Less chance of cargo culting something that serves no purpose anymore. ## Changelog Nothing player facing I should hope --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
52 lines
1.9 KiB
Plaintext
52 lines
1.9 KiB
Plaintext
/obj/machinery/vending/security
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name = "\improper SecTech"
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desc = "A security equipment vendor."
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product_ads = "Crack communist skulls!;Beat some heads in!;Don't forget - harm is good!;Your weapons are right here.;Handcuffs!;Freeze, scumbag!;Don't tase me bro!;Tase them, bro.;Why not have a donut?"
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icon_state = "sec"
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icon_deny = "sec-deny"
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panel_type = "panel6"
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light_mask = "sec-light-mask"
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products = list(
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/obj/item/restraints/handcuffs = 8,
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/obj/item/restraints/handcuffs/cable/zipties = 10,
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/obj/item/grenade/flashbang = 4,
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/obj/item/assembly/flash/handheld = 5,
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/obj/item/food/donut/plain = 12,
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/obj/item/storage/box/evidence = 6,
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/obj/item/flashlight/seclite = 4,
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/obj/item/restraints/legcuffs/bola/energy = 7,
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/obj/item/clothing/gloves/tackler = 5,
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/obj/item/holosign_creator/security = 2,
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)
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contraband = list(
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/obj/item/clothing/glasses/sunglasses = 2,
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/obj/item/storage/fancy/donut_box = 2,
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)
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premium = list(
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/obj/item/storage/belt/security/webbing = 5,
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/obj/item/coin/antagtoken = 1,
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/obj/item/clothing/head/helmet/blueshirt = 1,
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/obj/item/clothing/gloves/color/black/security/blu = 1,
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/obj/item/clothing/suit/armor/vest/blueshirt = 1,
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/obj/item/grenade/stingbang = 1,
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/obj/item/watertank/pepperspray = 2,
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/obj/item/storage/belt/holster/energy = 4,
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)
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refill_canister = /obj/item/vending_refill/security
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default_price = PAYCHECK_CREW
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extra_price = PAYCHECK_COMMAND * 1.5
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payment_department = ACCOUNT_SEC
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/obj/machinery/vending/security/pre_throw(obj/item/thrown_item)
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if(isgrenade(thrown_item))
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var/obj/item/grenade/thrown_grenade = thrown_item
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thrown_grenade.arm_grenade()
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else if(istype(thrown_item, /obj/item/flashlight))
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var/obj/item/flashlight/thrown_flashlight = thrown_item
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thrown_flashlight.set_light_on(TRUE)
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thrown_flashlight.update_brightness()
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/obj/item/vending_refill/security
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machine_name = "SecTech"
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icon_state = "refill_sec"
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